7 Commits

Author SHA1 Message Date
Unity Technologies
48c6a6121c com.unity.netcode.gameobjects@2.0.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0] - 2024-09-12

### Added

- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)

### Fixed

- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)

### Changed

- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed  when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
2024-09-12 00:00:00 +00:00
Unity Technologies
eab996f3ac com.unity.netcode.gameobjects@2.0.0-pre.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-pre.4] - 2024-08-21

### Added

- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3004)

### Fixed

- Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016)
- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012)
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#3009)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#3008)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004)
- Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000)
- Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000)

### Changed

- Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
2024-08-21 00:00:00 +00:00
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
268 changed files with 14377 additions and 4952 deletions

View File

@@ -6,6 +6,154 @@ 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).
## [2.0.0] - 2024-09-12
### Added
- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)
### Fixed
- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)
### Changed
- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
## [2.0.0-pre.4] - 2024-08-21
### Added
- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3004)
### Fixed
- Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016)
- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012)
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#3009)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#3008)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004)
- Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000)
- Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000)
### Changed
- Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
## [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
@@ -52,7 +200,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- 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)
- 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)
@@ -79,6 +227,36 @@ Additional documentation and release notes are available at [Multiplayer Documen
- 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

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

@@ -1,205 +0,0 @@
using Unity.Netcode.Components;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// NetworkTransform State Update Message
/// </summary>
internal struct NetworkTransformMessage : INetworkMessage
{
public int Version => 0;
public ulong NetworkObjectId;
public int NetworkBehaviourId;
// This is only used when serializing but not serialized
public bool DistributedAuthorityMode;
// Might get removed
public ulong[] TargetIds;
private int GetTargetIdLength()
{
if (TargetIds != null)
{
return TargetIds.Length;
}
return 0;
}
public NetworkTransform.NetworkTransformState State;
private NetworkTransform m_ReceiverNetworkTransform;
private FastBufferReader m_CurrentReader;
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
{
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourId);
writer.WriteNetworkSerializable(State);
if (DistributedAuthorityMode)
{
var length = GetTargetIdLength();
BytePacker.WriteValuePacked(writer, length);
// If no target ids, then just exit early (DAHost specific)
if (length == 0)
{
return;
}
foreach (var target in TargetIds)
{
BytePacker.WriteValuePacked(writer, target);
}
}
}
}
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;
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);
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);
// Deserialize the state
reader.ReadNetworkSerializableInPlace(ref State);
if (networkManager.DistributedAuthorityMode)
{
var targetCount = 0;
ByteUnpacker.ReadValueBitPacked(reader, out targetCount);
if (targetCount > 0)
{
TargetIds = new ulong[targetCount];
}
var targetId = (ulong)0;
for (int i = 0; i < targetCount; i++)
{
ByteUnpacker.ReadValueBitPacked(reader, out targetId);
TargetIds[i] = targetId;
}
}
if (isSpawnedLocally)
{
networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
// Get the target NetworkTransform
m_ReceiverNetworkTransform = networkObject.ChildNetworkBehaviours[NetworkBehaviourId] as NetworkTransform;
isServerAuthoritative = m_ReceiverNetworkTransform.IsServerAuthoritative();
ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer;
}
else
{
// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message
ownerAuthoritativeServerSide = networkManager.DAHost && !isSpawnedLocally;
}
if (ownerAuthoritativeServerSide)
{
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 ? GetTargetIdLength() : 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 && m_ReceiverNetworkTransform == null)
{
return;
}
if (m_ReceiverNetworkTransform == null)
{
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Dropped] Reciever {nameof(NetworkTransform)} was not set!");
return;
}
m_ReceiverNetworkTransform.TransformStateUpdate(ref State, context.SenderId);
}
}
}

View File

@@ -1,535 +0,0 @@
#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>
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;
private NetworkTransform m_NetworkTransform;
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($"[{name}] Attempting to initialize while spawned is not allowed.");
return;
}
RigidbodyType = rigidbodyType;
m_Rigidbody2D = rigidbody2D;
m_Rigidbody = rigidbody;
m_NetworkTransform = networkTransform;
if (m_IsRigidbody2D && m_Rigidbody2D == null)
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
}
else if (m_Rigidbody == null)
{
m_Rigidbody = GetComponent<Rigidbody>();
}
SetOriginalInterpolation();
if (m_NetworkTransform == null)
{
m_NetworkTransform = GetComponent<NetworkTransform>();
}
if (m_NetworkTransform != null)
{
m_NetworkTransform.RegisterRigidbody(this);
}
else
{
throw new System.Exception($"[Missing {nameof(NetworkTransform)}] No {nameof(NetworkTransform)} is assigned or can be found during initialization!");
}
if (AutoUpdateKinematicState)
{
SetIsKinematic(true);
}
}
/// <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;
}
}
/// <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)
{
m_Rigidbody2D.MoveRotation(rotation);
}
else
{
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.isKinematic;
}
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.isKinematic = isKinematic;
}
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 (m_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 : (m_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 (m_NetworkTransform.IsServerAuthoritative())
{
m_IsAuthority = NetworkManager.IsServer;
}
else
{
m_IsAuthority = IsOwner;
}
}
if (AutoUpdateKinematicState)
{
SetIsKinematic(!m_IsAuthority);
}
}
/// <inheritdoc />
public override void OnNetworkSpawn()
{
UpdateOwnershipAuthority();
}
/// <inheritdoc />
public override void OnNetworkDespawn()
{
// 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);
}
/// <summary>
/// When <see cref="UseRigidBodyForMotion"/> is enabled, the <see cref="NetworkTransform"/> will update Kinematic instances using
/// the Rigidbody's move methods allowing Rigidbody interpolation settings to be taken into consideration by the physics simulation.
/// </summary>
/// <remarks>
/// This will update the associated <see cref="NetworkTransform"/> during FixedUpdate which also avoids the added expense of adding
/// a FixedUpdate to all <see cref="NetworkTransform"/> instances where some might not be using a Rigidbody.
/// </remarks>
private void FixedUpdate()
{
if (!IsSpawned || m_NetworkTransform == null || !UseRigidBodyForMotion)
{
return;
}
m_NetworkTransform.OnFixedUpdate();
}
}
}
#endif // COM_UNITY_MODULES_PHYSICS

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

@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 3b8ed52f1b5c64994af4c4e0aa4b6c4b
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -27,7 +27,8 @@ namespace Unity.Netcode.Editor.CodeGen
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>();
@@ -408,6 +409,7 @@ namespace Unity.Netcode.Editor.CodeGen
}
else
{
m_Diagnostics.AddError($"{type}: Managed type in NetworkVariable must implement IEquatable<{type}>");
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef);
}
@@ -720,7 +722,7 @@ namespace Unity.Netcode.Editor.CodeGen
continue;
}
if (networkVariableSerializationTypesTypeDef == null && netcodeTypeDef.Name == nameof(NetworkVariableSerializationTypes))
if (networkVariableSerializationTypesTypeDef == null && netcodeTypeDef.Name == nameof(NetworkVariableSerializationTypedInitializers))
{
networkVariableSerializationTypesTypeDef = netcodeTypeDef;
continue;
@@ -1006,103 +1008,103 @@ namespace Unity.Netcode.Editor.CodeGen
switch (method.Name)
{
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpy):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedByMemcpy):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpy_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyArray):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedByMemcpyArray):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyList):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedByMemcpyList):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializable):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedINetworkSerializable):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializable_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableArray):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedINetworkSerializableArray):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableList):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedINetworkSerializableList):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_NativeHashSet):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_NativeHashSet):
m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_NativeHashMap):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_NativeHashMap):
m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_List):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_List):
m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_HashSet):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_HashSet):
m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_Dictionary):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_Dictionary):
m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_ManagedINetworkSerializable):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_ManagedINetworkSerializable):
m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedString):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_FixedString):
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringArray):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_FixedStringArray):
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringList):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_FixedStringList):
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedIEquatable):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_ManagedIEquatable):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedIEquatable_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatable):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedIEquatable):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatable_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableArray):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedIEquatableArray):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableList):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedIEquatableList):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_NativeHashSet):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_NativeHashSet):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_NativeHashMap):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_NativeHashMap):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_List):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_List):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_HashSet):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_HashSet):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_Dictionary):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_Dictionary):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEquals):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedValueEquals):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsArray):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedValueEqualsArray):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsList):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedValueEqualsList):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedClassEquals):
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_ManagedClassEquals):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef = method;
break;
}

View File

@@ -5,6 +5,7 @@ namespace Unity.Netcode.Editor.Configuration
internal class NetcodeForGameObjectsEditorSettings
{
internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
internal const string CheckForNetworkObject = "NetworkBehaviour-Check-For-NetworkObject";
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
internal static int GetNetcodeInstallMultiplayerToolTips()
@@ -28,7 +29,7 @@ namespace Unity.Netcode.Editor.Configuration
{
return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
}
// Default for this is false
return false;
}
@@ -36,5 +37,20 @@ namespace Unity.Netcode.Editor.Configuration
{
EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
}
internal static bool GetCheckForNetworkObjectSetting()
{
if (EditorPrefs.HasKey(CheckForNetworkObject))
{
return EditorPrefs.GetBool(CheckForNetworkObject);
}
// Default for this is true
return true;
}
internal static void SetCheckForNetworkObjectSetting(bool checkForNetworkObject)
{
EditorPrefs.SetBool(CheckForNetworkObject, checkForNetworkObject);
}
}
}

View File

@@ -81,6 +81,7 @@ namespace Unity.Netcode.Editor.Configuration
internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
internal static NetcodeSettingsToggle CheckForNetworkObjectToggle;
internal static NetcodeSettingsLabel MultiplayerToolsLabel;
internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
@@ -103,6 +104,11 @@ namespace Unity.Netcode.Editor.Configuration
AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
}
if (CheckForNetworkObjectToggle == null)
{
CheckForNetworkObjectToggle = new NetcodeSettingsToggle("Check for NetworkObject Component", "When disabled, the automatic check on NetworkBehaviours for an associated NetworkObject component will not be performed and Auto-Add NetworkObject Component will be disabled.", 20);
}
if (MultiplayerToolsLabel == null)
{
MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
@@ -120,7 +126,9 @@ namespace Unity.Netcode.Editor.Configuration
CheckForInitialize();
var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
var checkForNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting();
var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
var settings = NetcodeForGameObjectsProjectSettings.instance;
var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
var networkPrefabsPath = settings.TempNetworkPrefabsPath;
@@ -134,7 +142,13 @@ namespace Unity.Netcode.Editor.Configuration
{
GUILayout.BeginVertical("Box");
NetworkObjectsSectionLabel.DrawLabel();
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting, checkForNetworkObjectSetting);
checkForNetworkObjectSetting = CheckForNetworkObjectToggle.DrawToggle(checkForNetworkObjectSetting);
if (autoAddNetworkObjectSetting && !checkForNetworkObjectSetting)
{
autoAddNetworkObjectSetting = false;
}
GUILayout.EndVertical();
GUILayout.BeginVertical("Box");
@@ -184,6 +198,7 @@ namespace Unity.Netcode.Editor.Configuration
if (EditorGUI.EndChangeCheck())
{
NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
NetcodeForGameObjectsEditorSettings.SetCheckForNetworkObjectSetting(checkForNetworkObjectSetting);
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
settings.TempNetworkPrefabsPath = networkPrefabsPath;
@@ -213,10 +228,13 @@ namespace Unity.Netcode.Editor.Configuration
{
private GUIContent m_ToggleContent;
public bool DrawToggle(bool currentSetting)
public bool DrawToggle(bool currentSetting, bool enabled = true)
{
EditorGUIUtility.labelWidth = m_LabelSize;
return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
GUI.enabled = enabled;
var returnValue = EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
GUI.enabled = true;
return returnValue;
}
public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)

View File

@@ -0,0 +1,62 @@
using System;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor
{
/// <summary>
/// The base Netcode Editor helper class to display derived <see cref="MonoBehaviour"/> based components <br />
/// where each child generation's properties will be displayed within a FoldoutHeaderGroup.
/// </summary>
[CanEditMultipleObjects]
public partial class NetcodeEditorBase<TT> : UnityEditor.Editor where TT : MonoBehaviour
{
/// <inheritdoc/>
public virtual void OnEnable()
{
}
/// <summary>
/// Helper method to draw the properties of the specified child type <typeparamref name="T"/> component within a FoldoutHeaderGroup.
/// </summary>
/// <typeparam name="T">The specific child type that should have its properties drawn.</typeparam>
/// <param name="type">The component type of the <see cref="UnityEditor.Editor.target"/>.</param>
/// <param name="displayProperties">The <see cref="Action"/> to invoke that will draw the type <typeparamref name="T"/> properties.</param>
/// <param name="expanded">The <typeparamref name="T"/> current expanded property value</param>
/// <param name="setExpandedProperty">The <see cref="Action{bool}"/> invoked to apply the updated <paramref name="expanded"/> value.</param>
protected void DrawFoldOutGroup<T>(Type type, Action displayProperties, bool expanded, Action<bool> setExpandedProperty)
{
var baseClass = target as TT;
EditorGUI.BeginChangeCheck();
serializedObject.Update();
var currentClass = typeof(T);
if (type.IsSubclassOf(currentClass) || (!type.IsSubclassOf(currentClass) && currentClass.IsSubclassOf(typeof(TT))))
{
var expandedValue = EditorGUILayout.BeginFoldoutHeaderGroup(expanded, $"{currentClass.Name} Properties");
if (expandedValue)
{
EditorGUILayout.EndFoldoutHeaderGroup();
displayProperties.Invoke();
}
else
{
EditorGUILayout.EndFoldoutHeaderGroup();
}
EditorGUILayout.Space();
setExpandedProperty.Invoke(expandedValue);
}
else
{
displayProperties.Invoke();
}
serializedObject.ApplyModifiedProperties();
EditorGUI.EndChangeCheck();
}
/// <inheritdoc/>
public override void OnInspectorGUI()
{
serializedObject.ApplyModifiedProperties();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4ce97256a2d80f94bb340e13c71a24b8

View File

@@ -301,9 +301,8 @@ namespace Unity.Netcode.Editor
expanded = false;
}
serializedObject.ApplyModifiedProperties();
EditorGUI.EndChangeCheck();
serializedObject.ApplyModifiedProperties();
}
/// <summary>
@@ -352,6 +351,12 @@ namespace Unity.Netcode.Editor
return;
}
// If this automatic check is disabled, then do not perform this check.
if (!NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting())
{
return;
}
// Now get the root parent transform to the current GameObject (or itself)
var rootTransform = GetRootParentTransform(gameObject.transform);
if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))

View File

@@ -13,7 +13,7 @@ namespace Unity.Netcode.Editor
/// </summary>
[CustomEditor(typeof(NetworkManager), true)]
[CanEditMultipleObjects]
public class NetworkManagerEditor : UnityEditor.Editor
public class NetworkManagerEditor : NetcodeEditorBase<NetworkManager>
{
private static GUIStyle s_CenteredWordWrappedLabelStyle;
private static GUIStyle s_HelpBoxStyle;
@@ -30,7 +30,9 @@ namespace Unity.Netcode.Editor
private SerializedProperty m_ProtocolVersionProperty;
private SerializedProperty m_NetworkTransportProperty;
private SerializedProperty m_TickRateProperty;
private SerializedProperty m_SessionModeProperty;
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
private SerializedProperty m_NetworkTopologyProperty;
#endif
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
private SerializedProperty m_ConnectionApprovalProperty;
private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
@@ -43,6 +45,9 @@ namespace Unity.Netcode.Editor
private SerializedProperty m_LoadSceneTimeOutProperty;
private SerializedProperty m_PrefabsList;
private SerializedProperty m_NetworkProfileMetrics;
private SerializedProperty m_NetworkMessageMetrics;
private NetworkManager m_NetworkManager;
private bool m_Initialized;
@@ -97,7 +102,9 @@ namespace Unity.Netcode.Editor
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
m_SessionModeProperty = m_NetworkConfigProperty.FindPropertyRelative("SessionMode");
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
#endif
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
@@ -109,6 +116,11 @@ namespace Unity.Netcode.Editor
m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfileMetrics");
#if MULTIPLAYER_TOOLS
m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
#endif
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
m_PrefabsList = m_NetworkConfigProperty
@@ -130,7 +142,9 @@ namespace Unity.Netcode.Editor
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
m_SessionModeProperty = m_NetworkConfigProperty.FindPropertyRelative("SessionMode");
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
#endif
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
@@ -143,30 +157,30 @@ namespace Unity.Netcode.Editor
m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfilingMetrics");
#if MULTIPLAYER_TOOLS
m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
#endif
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
m_PrefabsList = m_NetworkConfigProperty
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
}
/// <inheritdoc/>
public override void OnInspectorGUI()
private void DisplayNetworkManagerProperties()
{
Initialize();
CheckNullProperties();
#if !MULTIPLAYER_TOOLS
DrawInstallMultiplayerToolsTip();
#endif
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
EditorGUILayout.PropertyField(m_LogLevelProperty);
EditorGUILayout.PropertyField(m_SessionModeProperty);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
#endif
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
if (m_NetworkTransportProperty.objectReferenceValue == null)
@@ -200,6 +214,11 @@ namespace Unity.Netcode.Editor
}
EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
EditorGUILayout.PropertyField(m_NetworkProfileMetrics);
#if MULTIPLAYER_TOOLS
EditorGUILayout.PropertyField(m_NetworkMessageMetrics);
#endif
EditorGUILayout.Space();
EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
@@ -271,9 +290,12 @@ namespace Unity.Netcode.Editor
}
serializedObject.ApplyModifiedProperties();
}
}
// Start buttons below
private void DisplayCallToActionButtons()
{
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
{
string buttonDisabledReasonSuffix = "";
@@ -283,6 +305,8 @@ namespace Unity.Netcode.Editor
GUI.enabled = false;
}
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
{
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
{
m_NetworkManager.StartHost();
@@ -297,13 +321,21 @@ namespace Unity.Netcode.Editor
{
m_NetworkManager.StartClient();
}
}
else
{
if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
{
m_NetworkManager.StartClient();
}
}
if (!EditorApplication.isPlaying)
{
GUI.enabled = true;
}
}
}
else
{
string instanceType = string.Empty;
@@ -330,6 +362,21 @@ namespace Unity.Netcode.Editor
}
}
/// <inheritdoc/>
public override void OnInspectorGUI()
{
var networkManager = target as NetworkManager;
Initialize();
CheckNullProperties();
#if !MULTIPLAYER_TOOLS
DrawInstallMultiplayerToolsTip();
#endif
void SetExpanded(bool expanded) { networkManager.NetworkManagerExpanded = expanded; };
DrawFoldOutGroup<NetworkManager>(networkManager.GetType(), DisplayNetworkManagerProperties, networkManager.NetworkManagerExpanded, SetExpanded);
DisplayCallToActionButtons();
base.OnInspectorGUI();
}
private static void DrawInstallMultiplayerToolsTip()
{
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";

View File

@@ -61,6 +61,12 @@ namespace Unity.Netcode.Editor
{
s_LastKnownNetworkManagerParents.Clear();
ScenesInBuildActiveSceneCheck();
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
break;
}
case PlayModeStateChange.EnteredEditMode:
{
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
break;
}
}
@@ -110,6 +116,12 @@ namespace Unity.Netcode.Editor
/// </summary>
private static void EditorApplication_hierarchyChanged()
{
if (Application.isPlaying)
{
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
return;
}
var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
foreach (var networkManager in allNetworkManagers)
{

View File

@@ -1,5 +1,7 @@
using System.Collections.Generic;
#if BYPASS_DEFAULT_ENUM_DRAWER && MULTIPLAYER_SERVICES_SDK_INSTALLED
using System.Linq;
#endif
using UnityEditor;
using UnityEngine;
@@ -144,7 +146,9 @@ namespace Unity.Netcode.Editor
}
}
// 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
{
@@ -188,4 +192,5 @@ namespace Unity.Netcode.Editor
EditorGUI.EndProperty();
}
}
#endif
}

View File

@@ -0,0 +1,42 @@
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
using Unity.Netcode.Components;
using UnityEditor;
namespace Unity.Netcode.Editor
{
[CustomEditor(typeof(NetworkRigidbodyBase), true)]
[CanEditMultipleObjects]
public class NetworkRigidbodyBaseEditor : NetcodeEditorBase<NetworkBehaviour>
{
private SerializedProperty m_UseRigidBodyForMotion;
private SerializedProperty m_AutoUpdateKinematicState;
private SerializedProperty m_AutoSetKinematicOnDespawn;
public override void OnEnable()
{
m_UseRigidBodyForMotion = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.UseRigidBodyForMotion));
m_AutoUpdateKinematicState = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.AutoUpdateKinematicState));
m_AutoSetKinematicOnDespawn = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.AutoSetKinematicOnDespawn));
base.OnEnable();
}
private void DisplayNetworkRigidbodyProperties()
{
EditorGUILayout.PropertyField(m_UseRigidBodyForMotion);
EditorGUILayout.PropertyField(m_AutoUpdateKinematicState);
EditorGUILayout.PropertyField(m_AutoSetKinematicOnDespawn);
}
/// <inheritdoc/>
public override void OnInspectorGUI()
{
var networkRigidbodyBase = target as NetworkRigidbodyBase;
void SetExpanded(bool expanded) { networkRigidbodyBase.NetworkRigidbodyBaseExpanded = expanded; };
DrawFoldOutGroup<NetworkRigidbodyBase>(networkRigidbodyBase.GetType(), DisplayNetworkRigidbodyProperties, networkRigidbodyBase.NetworkRigidbodyBaseExpanded, SetExpanded);
base.OnInspectorGUI();
}
}
}
#endif

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 06561c57f81a6354f8bb16076f1de3a9

View File

@@ -8,8 +8,11 @@ namespace Unity.Netcode.Editor
/// The <see cref="CustomEditor"/> for <see cref="NetworkTransform"/>
/// </summary>
[CustomEditor(typeof(NetworkTransform), true)]
public class NetworkTransformEditor : UnityEditor.Editor
[CanEditMultipleObjects]
public class NetworkTransformEditor : NetcodeEditorBase<NetworkTransform>
{
private SerializedProperty m_SwitchTransformSpaceWhenParented;
private SerializedProperty m_TickSyncChildren;
private SerializedProperty m_UseUnreliableDeltas;
private SerializedProperty m_SyncPositionXProperty;
private SerializedProperty m_SyncPositionYProperty;
@@ -30,6 +33,7 @@ namespace Unity.Netcode.Editor
private SerializedProperty m_UseQuaternionCompression;
private SerializedProperty m_UseHalfFloatPrecision;
private SerializedProperty m_SlerpPosition;
private SerializedProperty m_AuthorityMode;
private static int s_ToggleOffset = 45;
private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
@@ -38,8 +42,10 @@ namespace Unity.Netcode.Editor
private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
/// <inheritdoc/>
public void OnEnable()
public override void OnEnable()
{
m_SwitchTransformSpaceWhenParented = serializedObject.FindProperty(nameof(NetworkTransform.SwitchTransformSpaceWhenParented));
m_TickSyncChildren = serializedObject.FindProperty(nameof(NetworkTransform.TickSyncChildren));
m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas));
m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
m_SyncPositionYProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionY));
@@ -59,12 +65,14 @@ namespace Unity.Netcode.Editor
m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression));
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
m_AuthorityMode = serializedObject.FindProperty(nameof(NetworkTransform.AuthorityMode));
base.OnEnable();
}
/// <inheritdoc/>
public override void OnInspectorGUI()
private void DisplayNetworkTransformProperties()
{
EditorGUILayout.LabelField("Syncing", EditorStyles.boldLabel);
var networkTransform = target as NetworkTransform;
EditorGUILayout.LabelField("Axis to Synchronize", EditorStyles.boldLabel);
{
GUILayout.BeginHorizontal();
@@ -126,6 +134,11 @@ namespace Unity.Netcode.Editor
GUILayout.EndHorizontal();
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Authority", EditorStyles.boldLabel);
{
EditorGUILayout.PropertyField(m_AuthorityMode);
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Thresholds", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_PositionThresholdProperty);
@@ -133,11 +146,20 @@ namespace Unity.Netcode.Editor
EditorGUILayout.PropertyField(m_ScaleThresholdProperty);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Delivery", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_TickSyncChildren);
EditorGUILayout.PropertyField(m_UseUnreliableDeltas);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_SwitchTransformSpaceWhenParented);
if (m_SwitchTransformSpaceWhenParented.boolValue)
{
m_TickSyncChildren.boolValue = true;
}
EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
if (!networkTransform.HideInterpolateValue)
{
EditorGUILayout.PropertyField(m_InterpolateProperty);
}
EditorGUILayout.PropertyField(m_SlerpPosition);
EditorGUILayout.PropertyField(m_UseQuaternionSynchronization);
if (m_UseQuaternionSynchronization.boolValue)
@@ -152,8 +174,7 @@ namespace Unity.Netcode.Editor
#if COM_UNITY_MODULES_PHYSICS
// if rigidbody is present but network rigidbody is not present
var go = ((NetworkTransform)target).gameObject;
if (go.TryGetComponent<Rigidbody>(out _) && go.TryGetComponent<NetworkRigidbody>(out _) == false)
if (networkTransform.TryGetComponent<Rigidbody>(out _) && networkTransform.TryGetComponent<NetworkRigidbody>(out _) == false)
{
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody but no NetworkRigidbody.\n" +
"Add a NetworkRigidbody component to improve Rigidbody synchronization.", MessageType.Warning);
@@ -161,14 +182,23 @@ namespace Unity.Netcode.Editor
#endif // COM_UNITY_MODULES_PHYSICS
#if COM_UNITY_MODULES_PHYSICS2D
if (go.TryGetComponent<Rigidbody2D>(out _) && go.TryGetComponent<NetworkRigidbody2D>(out _) == false)
if (networkTransform.TryGetComponent<Rigidbody2D>(out _) && networkTransform.TryGetComponent<NetworkRigidbody2D>(out _) == false)
{
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody2D but no NetworkRigidbody2D.\n" +
"Add a NetworkRigidbody2D component to improve Rigidbody2D synchronization.", MessageType.Warning);
}
#endif // COM_UNITY_MODULES_PHYSICS2D
}
serializedObject.ApplyModifiedProperties();
/// <inheritdoc/>
public override void OnInspectorGUI()
{
var networkTransform = target as NetworkTransform;
void SetExpanded(bool expanded) { networkTransform.NetworkTransformExpanded = expanded; };
DrawFoldOutGroup<NetworkTransform>(networkTransform.GetType(), DisplayNetworkTransformProperties, networkTransform.NetworkTransformExpanded, SetExpanded);
base.OnInspectorGUI();
}
}
}

View File

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

View File

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

View File

@@ -0,0 +1,558 @@
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;
}
private void ProcessSmoothing()
{
// If not spawned or this instance has authority, exit early
if (!IsSpawned)
{
return;
}
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.Lerp(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;
}
}
}
// TODO: This does not handle OnFixedUpdate
// This requires a complete overhaul in this class to switch between using
// NetworkRigidbody's position and rotation values.
public override void OnUpdate()
{
ProcessSmoothing();
// 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.OnUpdate();
}
/// <summary>
/// Since authority does not subscribe to updates (OnUpdate or OnFixedUpdate),
/// we have to update every frame to assure authority processes soothing.
/// </summary>
private void Update()
{
if (CanCommitToTransform && IsSpawned)
{
ProcessSmoothing();
}
}
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;
}
/// <summary>
/// (This replaces the first OnSynchronize for NetworkTransforms)
/// This is needed to initialize when fully synchronized since non-authority instances
/// don't apply the initial synchronization (new client synchronization) until after
/// everything has been spawned and synchronized.
/// </summary>
protected internal override void InternalOnNetworkSessionSynchronized()
{
var wasSynchronizing = SynchronizeState.IsSynchronizing;
base.InternalOnNetworkSessionSynchronized();
if (!CanCommitToTransform && wasSynchronizing && !SynchronizeState.IsSynchronizing)
{
m_OutstandingAuthorityChange = true;
ApplyAuthoritativeState();
ResetAnticipatedState();
m_AnticipatedObject = new AnticipatedObject { Transform = this };
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
}
}
/// <summary>
/// (This replaces the any subsequent OnSynchronize for NetworkTransforms post client synchronization)
/// This occurs on already connected clients when dynamically spawning a NetworkObject for
/// non-authoritative instances.
/// </summary>
protected internal override void InternalOnNetworkPostSpawn()
{
base.InternalOnNetworkPostSpawn();
if (!CanCommitToTransform && NetworkManager.IsConnectedClient && !SynchronizeState.IsSynchronizing)
{
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 OnNetworkSpawn()
{
if (NetworkManager.DistributedAuthorityMode)
{
Debug.LogWarning($"This component is not currently supported in distributed authority.");
}
base.OnNetworkSpawn();
// Non-authoritative instances exit early if the synchronization has yet to
// be applied at this point
if (SynchronizeState.IsSynchronizing && !CanCommitToTransform)
{
return;
}
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"/>.
/// </summary>
/// <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
/// a half float type.
/// </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.
/// </summary>
/// <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
/// a half float type.
/// </remarks>

View File

@@ -5,14 +5,14 @@ using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Solves for incoming values that are jittered
/// Solves for incoming values that are jittered.
/// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
/// </summary>
/// <typeparam name="T">The type of interpolated value</typeparam>
public abstract class BufferedLinearInterpolator<T> where T : struct
{
internal float MaxInterpolationBound = 3.0f;
private struct BufferedItem
protected internal struct BufferedItem
{
public T Item;
public double TimeSent;
@@ -31,14 +31,16 @@ namespace Unity.Netcode
private const double k_SmallValue = 9.999999439624929E-11; // copied from Vector3's equal operator
private T m_InterpStartValue;
private T m_CurrentInterpValue;
private T m_InterpEndValue;
protected internal T m_InterpStartValue;
protected internal T m_CurrentInterpValue;
protected internal T m_InterpEndValue;
private double m_EndTimeConsumed;
private double m_StartTimeConsumed;
private readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit);
protected internal readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit);
// Buffer consumption scenarios
// Perfect case consumption
@@ -73,6 +75,21 @@ namespace Unity.Netcode
private bool InvalidState => m_Buffer.Count == 0 && m_LifetimeConsumedCount == 0;
internal bool EndOfBuffer => m_Buffer.Count == 0;
internal bool InLocalSpace;
protected internal virtual void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
{
}
internal void ConvertTransformSpace(Transform transform, bool inLocalSpace)
{
OnConvertTransformSpace(transform, inLocalSpace);
InLocalSpace = inLocalSpace;
}
/// <summary>
/// Resets interpolator to initial state
/// </summary>
@@ -195,7 +212,9 @@ namespace Unity.Netcode
double range = m_EndTimeConsumed - m_StartTimeConsumed;
if (range > k_SmallValue)
{
t = (float)((renderTime - m_StartTimeConsumed) / range);
var rangeFactor = 1.0f / (float)range;
t = ((float)renderTime - (float)m_StartTimeConsumed) * rangeFactor;
if (t < 0.0f)
{
@@ -349,6 +368,35 @@ namespace Unity.Netcode
return Quaternion.Lerp(start, end, time);
}
}
private Quaternion ConvertToNewTransformSpace(Transform transform, Quaternion rotation, bool inLocalSpace)
{
if (inLocalSpace)
{
return Quaternion.Inverse(transform.rotation) * rotation;
}
else
{
return transform.rotation * rotation;
}
}
protected internal override void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
{
for (int i = 0; i < m_Buffer.Count; i++)
{
var entry = m_Buffer[i];
entry.Item = ConvertToNewTransformSpace(transform, entry.Item, inLocalSpace);
m_Buffer[i] = entry;
}
m_InterpStartValue = ConvertToNewTransformSpace(transform, m_InterpStartValue, inLocalSpace);
m_CurrentInterpValue = ConvertToNewTransformSpace(transform, m_CurrentInterpValue, inLocalSpace);
m_InterpEndValue = ConvertToNewTransformSpace(transform, m_InterpEndValue, inLocalSpace);
base.OnConvertTransformSpace(transform, inLocalSpace);
}
}
/// <summary>
@@ -386,5 +434,34 @@ namespace Unity.Netcode
return Vector3.Lerp(start, end, time);
}
}
private Vector3 ConvertToNewTransformSpace(Transform transform, Vector3 position, bool inLocalSpace)
{
if (inLocalSpace)
{
return transform.InverseTransformPoint(position);
}
else
{
return transform.TransformPoint(position);
}
}
protected internal override void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
{
for (int i = 0; i < m_Buffer.Count; i++)
{
var entry = m_Buffer[i];
entry.Item = ConvertToNewTransformSpace(transform, entry.Item, inLocalSpace);
m_Buffer[i] = entry;
}
m_InterpStartValue = ConvertToNewTransformSpace(transform, m_InterpStartValue, inLocalSpace);
m_CurrentInterpValue = ConvertToNewTransformSpace(transform, m_CurrentInterpValue, inLocalSpace);
m_InterpEndValue = ConvertToNewTransformSpace(transform, m_InterpEndValue, inLocalSpace);
base.OnConvertTransformSpace(transform, inLocalSpace);
}
}
}

View File

@@ -186,7 +186,6 @@ namespace Unity.Netcode.Components
/// NetworkAnimator enables remote synchronization of <see cref="UnityEngine.Animator"/> state for on network objects.
/// </summary>
[AddComponentMenu("Netcode/Network Animator")]
[RequireComponent(typeof(Animator))]
public class NetworkAnimator : NetworkBehaviour, ISerializationCallbackReceiver
{
[Serializable]
@@ -499,9 +498,13 @@ namespace Unity.Netcode.Components
/// <summary>
/// Override this method and return false to switch to owner authoritative mode
/// </summary>
/// <remarks>
/// When using a distributed authority network topology, this will default to
/// owner authoritative.
/// </remarks>
protected virtual bool OnIsServerAuthoritative()
{
return true;
return NetworkManager ? !NetworkManager.DistributedAuthorityMode : true;
}
// Animators only support up to 32 parameters
@@ -581,7 +584,7 @@ namespace Unity.Netcode.Components
base.OnDestroy();
}
private void Awake()
protected virtual void Awake()
{
int layers = m_Animator.layerCount;
// Initializing the below arrays for everyone handles an issue
@@ -852,7 +855,12 @@ namespace Unity.Netcode.Components
stateChangeDetected = true;
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
}
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
// If we are not transitioned into the "any state" and the animator transition isn't a full path hash (layer to layer) and our pre-built destination state to transition does not contain the
// current layer (i.e. transitioning into a state from another layer) =or= we do contain the layer and the layer contains state to transition to is contained within our pre-built destination
// state then we can handle this transition as a non-cross fade state transition between layers.
// Otherwise, if we don't enter into this then this is a "trigger transition to some state that is now being transitioned back to the Idle state via trigger" or "Dual Triggers" IDLE<-->State.
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer] && (!m_DestinationStateToTransitioninfo.ContainsKey(layer) ||
(m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))))
{
// first time in this transition for this layer
m_TransitionHash[layer] = tt.fullPathHash;
@@ -861,6 +869,10 @@ namespace Unity.Netcode.Components
animState.CrossFade = false;
animState.Transition = true;
animState.NormalizedTime = tt.normalizedTime;
if (m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))
{
animState.DestinationStateHash = nt.fullPathHash;
}
stateChangeDetected = true;
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
}
@@ -940,8 +952,14 @@ namespace Unity.Netcode.Components
{
// Just notify all remote clients and not the local server
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(NetworkManager.LocalClientId);
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (clientId == NetworkManager.LocalClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams);
}
@@ -1252,9 +1270,15 @@ namespace Unity.Netcode.Components
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
{
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate, m_ClientRpcParams);
}
@@ -1309,9 +1333,14 @@ namespace Unity.Netcode.Components
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
{
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animationMessage, m_ClientRpcParams);
}
@@ -1378,9 +1407,14 @@ namespace Unity.Netcode.Components
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
if (IsServerAuthoritative())
{
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);

View File

@@ -32,9 +32,13 @@ namespace Unity.Netcode.Components
/// </summary>
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);
}
}

View File

@@ -0,0 +1,884 @@
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
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
{
#if UNITY_EDITOR
[HideInInspector]
[SerializeField]
internal bool NetworkRigidbodyBaseExpanded;
#endif
/// <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;
protected internal Rigidbody m_InternalRigidbody { get; private set; }
protected internal Rigidbody2D m_InternalRigidbody2D { get; private set; }
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($"[{name}] Attempting to initialize while spawned is not allowed.");
return;
}
RigidbodyType = rigidbodyType;
m_InternalRigidbody2D = rigidbody2D;
m_InternalRigidbody = rigidbody;
NetworkTransform = networkTransform;
if (m_IsRigidbody2D && m_InternalRigidbody2D == null)
{
m_InternalRigidbody2D = GetComponent<Rigidbody2D>();
}
else if (m_InternalRigidbody == null)
{
m_InternalRigidbody = GetComponent<Rigidbody>();
}
SetOriginalInterpolation();
if (NetworkTransform == null)
{
NetworkTransform = GetComponent<NetworkTransform>();
}
if (NetworkTransform != null)
{
NetworkTransform.RegisterRigidbody(this);
}
else
{
throw new System.Exception($"[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_InternalRigidbody2D.linearVelocity = linearVelocity;
#else
m_InternalRigidbody2D.velocity = linearVelocity;
#endif
}
else
{
m_InternalRigidbody.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_InternalRigidbody2D.linearVelocity;
#else
return m_InternalRigidbody2D.velocity;
#endif
}
else
{
return m_InternalRigidbody.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_InternalRigidbody2D.angularVelocity = angularVelocity.z;
}
else
{
m_InternalRigidbody.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_InternalRigidbody2D.angularVelocity;
}
else
{
return m_InternalRigidbody.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_InternalRigidbody2D.position;
}
else
{
return m_InternalRigidbody.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_InternalRigidbody2D.rotation;
quaternion.eulerAngles = angles;
return quaternion;
}
else
{
return m_InternalRigidbody.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_InternalRigidbody2D.MovePosition(position);
}
else
{
m_InternalRigidbody.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_InternalRigidbody2D.position = position;
}
else
{
m_InternalRigidbody.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_InternalRigidbody2D.position = transform.position;
m_InternalRigidbody2D.rotation = transform.eulerAngles.z;
}
else
{
m_InternalRigidbody.position = transform.position;
m_InternalRigidbody.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_InternalRigidbody2D.rotation;
quaternion.eulerAngles = angles;
m_InternalRigidbody2D.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_InternalRigidbody.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_InternalRigidbody2D.rotation = rotation.eulerAngles.z;
}
else
{
m_InternalRigidbody.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_InternalRigidbody2D.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_InternalRigidbody.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_InternalRigidbody2D.IsSleeping())
{
m_InternalRigidbody2D.WakeUp();
}
}
else
{
if (m_InternalRigidbody.IsSleeping())
{
m_InternalRigidbody.WakeUp();
}
}
}
/// <summary>
/// Puts the Rigidbody to sleep
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SleepRigidbody()
{
if (m_IsRigidbody2D)
{
m_InternalRigidbody2D.Sleep();
}
else
{
m_InternalRigidbody.Sleep();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool IsKinematic()
{
if (m_IsRigidbody2D)
{
return m_InternalRigidbody2D.bodyType == RigidbodyType2D.Kinematic;
}
else
{
return m_InternalRigidbody.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_InternalRigidbody2D.bodyType = isKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
}
else
{
m_InternalRigidbody.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_InternalRigidbody.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_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.None;
}
else
{
m_InternalRigidbody.interpolation = RigidbodyInterpolation.None;
}
break;
}
case InterpolationTypes.Interpolate:
{
if (m_IsRigidbody2D)
{
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
}
else
{
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
}
break;
}
case InterpolationTypes.Extrapolate:
{
if (m_IsRigidbody2D)
{
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
}
else
{
m_InternalRigidbody.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_InternalRigidbody2D.position = position;
m_OriginalGravitySetting = bodyToConnect.m_InternalRigidbody.useGravity;
m_FixedJoint2DUsingGravity = useGravity;
if (!useGravity)
{
m_OriginalGravityScale = m_InternalRigidbody2D.gravityScale;
m_InternalRigidbody2D.gravityScale = 0.0f;
}
if (zeroVelocity)
{
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
m_InternalRigidbody2D.linearVelocity = Vector2.zero;
#else
m_InternalRigidbody2D.velocity = Vector2.zero;
#endif
m_InternalRigidbody2D.angularVelocity = 0.0f;
}
FixedJoint2D = gameObject.AddComponent<FixedJoint2D>();
FixedJoint2D.connectedBody = bodyToConnect.m_InternalRigidbody2D;
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_InternalRigidbody.position = position;
if (zeroVelocity)
{
m_InternalRigidbody.linearVelocity = Vector3.zero;
m_InternalRigidbody.angularVelocity = Vector3.zero;
}
m_OriginalGravitySetting = m_InternalRigidbody.useGravity;
m_InternalRigidbody.useGravity = useGravity;
FixedJoint = gameObject.AddComponent<FixedJoint>();
FixedJoint.connectedBody = bodyToConnectTo.m_InternalRigidbody;
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_InternalRigidbody.useGravity = m_OriginalGravitySetting;
Destroy(FixedJoint);
FixedJoint = null;
ResetInterpolation();
RemoveFromParentBody();
}
}
}
}
}
}
#endif // COM_UNITY_MODULES_PHYSICS

View File

@@ -12,6 +12,9 @@ namespace Unity.Netcode.Components
[AddComponentMenu("Netcode/Network Rigidbody")]
public class NetworkRigidbody : NetworkRigidbodyBase
{
public Rigidbody Rigidbody => m_InternalRigidbody;
protected virtual void Awake()
{
Initialize(RigidbodyTypes.Rigidbody);

View File

@@ -12,6 +12,7 @@ namespace Unity.Netcode.Components
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
public class NetworkRigidbody2D : NetworkRigidbodyBase
{
public Rigidbody2D Rigidbody2D => m_InternalRigidbody2D;
protected virtual void Awake()
{
Initialize(RigidbodyTypes.Rigidbody2D);

View File

@@ -14,7 +14,7 @@ namespace Unity.Netcode
/// M = 1.0f (which M * M would still yield 1.0f)
/// w*w = M*M - (x*x + y*y + z*z) or Mathf.Sqrt(1.0f - (x*x + y*y + z*z))
/// w = Math.Sqrt(1.0f - (x*x + y*y + z*z))
/// Using the largest the number avoids potential loss of precision in the smallest three values.
/// Using the largest number avoids potential loss of precision in the smallest three values.
/// </remarks>
public static class QuaternionCompressor
{

View File

@@ -149,8 +149,8 @@ namespace Unity.Netcode
/// </summary>
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
[Tooltip("Determines if the network session will run in client-server or distributed authority mode.")]
public SessionModeTypes SessionMode;
[Tooltip("Determines whether to use the client-server or distributed authority network topology.")]
public NetworkTopologyTypes NetworkTopology;
[HideInInspector]
public bool UseCMBService;
@@ -158,6 +158,24 @@ namespace Unity.Netcode
[Tooltip("When enabled (default), the player prefab will automatically be spawned (client-side) upon the client being approved and synchronized.")]
public bool AutoSpawnPlayerPrefabClientSide = true;
#if MULTIPLAYER_TOOLS
/// <summary>
/// Controls whether network messaging metrics will be gathered. (defaults to true)
/// There is a slight performance cost to having this enabled, and can increase in processing time based on network message traffic.
/// </summary>
/// <remarks>
/// The Realtime Network Stats Monitoring tool requires this to be enabled.
/// </remarks>
[Tooltip("Enable (default) if you want to gather messaging metrics. Realtime Network Stats Monitor requires this to be enabled. Disabling this can improve performance in release builds.")]
public bool NetworkMessageMetrics = true;
#endif
/// <summary>
/// When enabled (default, this enables network profiling information. This does come with a per message processing cost.
/// Network profiling information is automatically disabled in release builds.
/// </summary>
[Tooltip("Enable (default) if you want to profile network messages with development builds and defaults to being disabled in release builds. When disabled, network messaging profiling will be disabled in development builds.")]
public bool NetworkProfilingMetrics = true;
/// <summary>
/// Returns a base64 encoded version of the configuration
/// </summary>

View File

@@ -1,15 +1,8 @@
using System.Collections.Generic;
using UnityEngine;
namespace Unity.Netcode
{
public enum SessionModeTypes
{
ClientServer,
DistributedAuthority
}
/// <summary>
/// A NetworkClient
/// </summary>
@@ -41,7 +34,7 @@ namespace Unity.Netcode
/// </summary>
internal bool IsApproved { get; set; }
public SessionModeTypes SessionModeType { get; internal set; }
public NetworkTopologyTypes NetworkTopologyType { get; internal set; }
public bool DAHost { get; internal set; }
@@ -61,9 +54,9 @@ namespace Unity.Netcode
public NetworkObject PlayerObject;
/// <summary>
/// The list of NetworkObject's owned by this client instance
/// The NetworkObject's owned by this client instance
/// </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; }
@@ -77,9 +70,9 @@ namespace Unity.Netcode
if (networkManager != null)
{
SpawnManager = networkManager.SpawnManager;
SessionModeType = networkManager.NetworkConfig.SessionMode;
NetworkTopologyType = networkManager.NetworkConfig.NetworkTopology;
if (SessionModeType == SessionModeTypes.DistributedAuthority)
if (NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
{
DAHost = IsClient && IsServer;

View File

@@ -735,42 +735,23 @@ namespace Unity.Netcode
RemovePendingClient(ownerClientId);
var client = AddClient(ownerClientId);
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && NetworkManager.NetworkConfig.PlayerPrefab != null)
{
var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
// Generate a SceneObject for the player object to spawn
// Note: This is only to create the local NetworkObject, many of the serialized properties of the player prefab will be set when instantiated.
var sceneObject = new NetworkObject.SceneObject
// Server-side spawning (only if there is a prefab hash or player prefab provided)
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
{
OwnerClientId = ownerClientId,
IsPlayerObject = true,
IsSceneObject = false,
HasTransform = prefabNetworkObject.SynchronizeTransform,
Hash = playerPrefabHash,
TargetClientId = ownerClientId,
DontDestroyWithOwner = prefabNetworkObject.DontDestroyWithOwner,
Transform = new NetworkObject.SceneObject.TransformData
{
Position = response.Position.GetValueOrDefault(),
Rotation = response.Rotation.GetValueOrDefault()
}
};
// Create the player NetworkObject locally
var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(sceneObject);
var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault())
: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault());
// Spawn the player NetworkObject locally
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
networkObject,
playerObject,
NetworkManager.SpawnManager.GetNetworkObjectId(),
sceneObject: false,
playerObject: true,
ownerClientId,
destroyWithScene: false);
client.AssignPlayerObject(ref networkObject);
client.AssignPlayerObject(ref playerObject);
}
// Server doesn't send itself the connection approved message
@@ -871,6 +852,7 @@ namespace Unity.Netcode
}
}
// Exit early if no player object was spawned
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
{
return;
@@ -1003,10 +985,18 @@ namespace Unity.Netcode
ConnectedClientIds.Add(clientId);
}
var distributedAuthority = NetworkManager.DistributedAuthorityMode;
var sessionOwnerId = NetworkManager.CurrentSessionOwner;
var isSessionOwner = NetworkManager.LocalClient.IsSessionOwner;
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
if (networkObject.SpawnWithObservers)
{
// Don't add the client to the observers if hidden from the session owner
if (networkObject.IsOwner && distributedAuthority && !isSessionOwner && !networkObject.Observers.Contains(sessionOwnerId))
{
continue;
}
networkObject.Observers.Add(clientId);
}
}
@@ -1229,6 +1219,8 @@ namespace Unity.Netcode
var message = new ClientDisconnectedMessage { ClientId = clientId };
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;
@@ -1259,6 +1251,7 @@ namespace Unity.Netcode
MessageManager?.SendMessage(ref sessionOwnerMessage, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
NetworkManager.SetSessionOwner(newSessionOwner);
}
#endif
}
// If the client ID transport map exists
@@ -1305,9 +1298,17 @@ namespace Unity.Netcode
internal void DisconnectClient(ulong clientId, string reason = null)
{
if (!LocalClient.IsServer)
{
if (NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
{
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
}
else
{
Debug.LogWarning($"Currently, clients cannot disconnect other clients from a distributed authority session. Please use `{nameof(Shutdown)}()` instead.");
return;
}
}
if (clientId == NetworkManager.ServerClientId)
{

View File

@@ -15,10 +15,16 @@ namespace Unity.Netcode
}
/// <summary>
/// The base class to override to write network code. Inherits MonoBehaviour
/// The base class to override to write network code. Inherits MonoBehaviour.
/// </summary>
public abstract class NetworkBehaviour : MonoBehaviour
{
#if UNITY_EDITOR
[HideInInspector]
[SerializeField]
internal bool ShowTopMostFoldoutHeaderGroup = true;
#endif
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `public`
@@ -27,7 +33,7 @@ namespace Unity.Netcode
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
#endif
@@ -124,7 +130,7 @@ namespace Unity.Netcode
}
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))
{
NetworkManager.NetworkMetrics.TrackRpcSent(
@@ -252,7 +258,7 @@ namespace Unity.Netcode
}
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 (clientRpcParams.Send.TargetClientIds != null)
@@ -410,8 +416,8 @@ namespace Unity.Netcode
}
/// <summary>
/// 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
/// Gets the NetworkManager that owns this NetworkBehaviour instance.
/// See `NetworkObject` note for how there is a chicken/egg problem when not initialized.
/// </summary>
public NetworkManager NetworkManager
{
@@ -439,38 +445,40 @@ namespace Unity.Netcode
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeArray{ulong})"/>,
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeList{ulong})"/>,
/// <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>
#pragma warning restore IDE0001
public RpcTarget RpcTarget => NetworkManager.RpcTarget;
/// <summary>
/// If a NetworkObject is assigned, it will return whether or not this NetworkObject
/// is the local player object. If no NetworkObject is assigned it will always return false.
/// If a NetworkObject is assigned, returns whether the NetworkObject
/// is the local player object. If no NetworkObject is assigned, returns false.
/// </summary>
public bool IsLocalPlayer { get; private set; }
/// <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>
public bool IsOwner { get; internal set; }
/// <summary>
/// Gets if we are executing as server
/// Gets whether executing as a server.
/// </summary>
public bool IsServer { get; private set; }
/// <summary>
/// Determines if the local client has authority over the associated NetworkObject
/// Client-Server: This will return true if IsServer or IsHost
/// Distributed Authority: This will return true if IsOwner
/// 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 if the client is the distributed authority mode session owner
/// Gets whether the client is the distributed authority mode session owner.
/// </summary>
public bool IsSessionOwner
{
@@ -486,29 +494,29 @@ namespace Unity.Netcode
}
/// <summary>
/// Gets if the server (local or remote) is a host - i.e., also a client
/// Gets whether the server (local or remote) is a host.
/// </summary>
public bool ServerIsHost { get; private set; }
/// <summary>
/// Gets if we are executing as client
/// Gets whether executing as a client.
/// </summary>
public bool IsClient { get; private set; }
/// <summary>
/// Gets if we are executing as Host, I.E Server and Client
/// Gets whether executing as a host (both server and client).
/// </summary>
public bool IsHost { get; private set; }
/// <summary>
/// Gets Whether or not the object has a owner
/// Gets whether the object has an owner.
/// </summary>
public bool IsOwnedByServer { get; internal set; }
/// <summary>
/// Used to determine if it is safe to access NetworkObject and NetworkManager from within a NetworkBehaviour component
/// Primarily useful when checking NetworkObject/NetworkManager properties within FixedUpate
/// Determines whether it's safe to access a NetworkObject and NetworkManager from within a NetworkBehaviour component.
/// Primarily useful when checking NetworkObject or NetworkManager properties within FixedUpate.
/// </summary>
public bool IsSpawned { get; internal set; }
@@ -528,7 +536,7 @@ namespace Unity.Netcode
/// 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
/// <summary>
/// Gets the NetworkObject that owns this NetworkBehaviour instance
/// Gets the NetworkObject that owns this NetworkBehaviour instance.
/// </summary>
public NetworkObject NetworkObject
{
@@ -567,19 +575,19 @@ namespace Unity.Netcode
}
/// <summary>
/// Gets whether or not this NetworkBehaviour instance has a NetworkObject owner.
/// Gets whether this NetworkBehaviour instance has a NetworkObject owner.
/// </summary>
public bool HasNetworkObject => NetworkObject != null;
private NetworkObject m_NetworkObject = null;
/// <summary>
/// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour
/// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour instance.
/// </summary>
public ulong NetworkObjectId { get; internal set; }
/// <summary>
/// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject
/// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject.
/// </summary>
public ushort NetworkBehaviourId { get; internal set; }
@@ -589,7 +597,7 @@ namespace Unity.Netcode
internal ushort NetworkBehaviourIdCache = 0;
/// <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>
/// <param name="behaviourId">The behaviourId to return</param>
/// <returns>Returns NetworkBehaviour with given behaviourId</returns>
@@ -599,7 +607,7 @@ namespace Unity.Netcode
}
/// <summary>
/// Gets the ClientId that owns the NetworkObject
/// Gets the ClientId that owns this NetworkObject.
/// </summary>
public ulong OwnerClientId { get; internal set; }
@@ -651,25 +659,83 @@ namespace Unity.Netcode
}
/// <summary>
/// Distributed Authority Mode Only
/// 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>
/// <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 when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered and the network is setup.
/// 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>
public virtual void OnNetworkSpawn() { }
/// <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() { }
protected internal virtual void InternalOnNetworkPostSpawn() { }
/// <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() { }
protected internal virtual void InternalOnNetworkSessionSynchronized() { }
/// <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>
public virtual void OnNetworkDespawn() { }
internal void NetworkPreSpawn(ref NetworkManager networkManager)
{
try
{
OnNetworkPreSpawn(ref networkManager);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void InternalOnNetworkSpawn()
{
IsSpawned = true;
@@ -699,6 +765,44 @@ namespace Unity.Netcode
}
}
internal void NetworkPostSpawn()
{
try
{
InternalOnNetworkPostSpawn();
OnNetworkPostSpawn();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void NetworkSessionSynchronized()
{
try
{
InternalOnNetworkSessionSynchronized();
OnNetworkSessionSynchronized();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void InSceneNetworkObjectsSpawned()
{
try
{
OnInSceneObjectsSpawned();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void InternalOnNetworkDespawn()
{
IsSpawned = false;
@@ -714,7 +818,8 @@ namespace Unity.Netcode
}
/// <summary>
/// Gets called when the local client gains ownership of this object
/// In client-server contexts, this method is invoked on both the server and the local client of the owner when <see cref="Netcode.NetworkObject"/> ownership is assigned.
/// <para>In distributed authority contexts, this method is only invoked on the local client that has been assigned ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
/// </summary>
public virtual void OnGainedOwnership() { }
@@ -725,8 +830,8 @@ namespace Unity.Netcode
}
/// <summary>
/// Invoked on all clients, override this method to be notified of any
/// ownership changes (even if the instance was niether the previous or
/// Invoked on all clients. Override this method to be notified of any
/// ownership changes (even if the instance was neither the previous or
/// newly assigned current owner).
/// </summary>
/// <param name="previous">the previous owner</param>
@@ -742,7 +847,9 @@ namespace Unity.Netcode
}
/// <summary>
/// Gets called when we loose ownership of this object
/// In client-server contexts, this method is invoked on the local client when it loses ownership of the associated <see cref="Netcode.NetworkObject"/>
/// and on the server when any client loses ownership.
/// <para>In distributed authority contexts, this method is only invoked on the local client that has lost ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
/// </summary>
public virtual void OnLostOwnership() { }
@@ -753,11 +860,13 @@ namespace Unity.Netcode
}
/// <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>
/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
internal virtual void InternalOnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
private bool m_VarInit = false;
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
@@ -788,7 +897,7 @@ namespace Unity.Netcode
#pragma warning restore IDE1006 // restore naming rule violation check
{
__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;
#endif
}
@@ -814,7 +923,7 @@ namespace Unity.Netcode
if (!__rpc_func_table.ContainsKey(GetType()))
{
__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>();
#endif
__initializeRpcs();
@@ -861,7 +970,16 @@ namespace Unity.Netcode
// during OnNetworkSpawn has been sent and needs to be cleared
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
@@ -869,7 +987,16 @@ namespace Unity.Netcode
// mark any variables we wrote as no longer dirty
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);
}
}
}
}
@@ -911,8 +1038,11 @@ namespace Unity.Netcode
{
networkVariable = NetworkVariableFields[k];
if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId))
{
if (networkVariable.CanSend())
{
shouldSend = true;
}
break;
}
}
@@ -968,10 +1098,17 @@ namespace Unity.Netcode
// TODO: There should be a better way by reading one dirty variable vs. 'n'
for (int i = 0; i < NetworkVariableFields.Count; i++)
{
if (NetworkVariableFields[i].IsDirty())
var networkVariable = NetworkVariableFields[i];
if (networkVariable.IsDirty())
{
if (networkVariable.CanSend())
{
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;
@@ -995,31 +1132,38 @@ namespace Unity.Netcode
/// </remarks>
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;
if (networkManager.DistributedAuthorityMode)
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)
{
return;
}
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
// Worth either merging or more cleanly separating these codepaths.
for (int j = 0; j < NetworkVariableFields.Count; j++)
{
// Note: In distributed authority mode, all clients can read
// 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 (networkManager.DistributedAuthorityMode)
// 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);
}
if (networkManager.DistributedAuthorityMode || networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
var writePos = writer.Position;
// 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
@@ -1031,18 +1175,19 @@ namespace Unity.Netcode
NetworkVariableFields[j].WriteField(writer);
var size = writer.Position - startPos;
writer.Seek(writePos);
// Write the NetworkVariable value
writer.WriteValueSafe((ushort)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);
}
}
else
else if (ensureLengthSafety)
{
// Only if EnsureNetworkVariableLengthSafety, otherwise just skip
if (networkManager.DistributedAuthorityMode || 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);
}
@@ -1060,75 +1205,78 @@ namespace Unity.Netcode
/// </remarks>
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;
if (networkManager.DistributedAuthorityMode)
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("NetworkVariable count mismatch.");
Debug.LogError($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}] NetworkVariable count mismatch! (Read: {variableCount} vs. Expected: {NetworkVariableFields.Count})");
return;
}
}
// Exit early if nothing else to read
if (NetworkVariableFields.Count == 0)
{
return;
}
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
// Worth either merging or more cleanly separating these codepaths.
for (int j = 0; j < NetworkVariableFields.Count; j++)
{
var varSize = (ushort)0;
var readStartPos = 0;
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
// Client-Server: Clients that only have read permissions will try to read the value
// Distributed Authority: All clients have read permissions, always try to read the value
if (NetworkVariableFields[j].CanClientRead(clientId))
{
if (ensureLengthSafety || distributedAuthority)
{
// Read the type being serialized and discard it (for now) when in a distributed authority network topology (only used by comb-server)
if (distributedAuthority)
{
reader.ReadValueSafe(out NetworkVariableType _);
}
reader.ReadValueSafe(out varSize);
if (varSize == 0)
{
Debug.LogError($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] Expected non-zero size readable NetworkVariable! (Skipping)");
continue;
}
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 (networkManager.DistributedAuthorityMode)
// 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("Expected zero size");
Debug.LogError($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] Expected zero size for non-readable NetworkVariable when EnsureNetworkVariableLengthSafety is enabled! (Skipping)");
}
}
continue;
}
if (networkManager.DistributedAuthorityMode)
{
// Explicit setting of the NetworkVariableType is only needed for CMB Runtime
reader.ReadValueSafe(out NetworkVariableType _);
reader.ReadValueSafe(out ushort size);
var start_marker = reader.Position;
// Read the NetworkVarible value
NetworkVariableFields[j].ReadField(reader);
if (reader.Position - start_marker != size)
{
Debug.LogError("Mismatched network variable size");
}
}
else
{
NetworkVariableFields[j].ReadField(reader);
}
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
// When EnsureNetworkVariableLengthSafety or DistributedAuthorityMode always do a bounds check
if (ensureLengthSafety || distributedAuthority)
{
if (reader.Position > (readStartPos + varSize))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Var data read too far. {reader.Position - (readStartPos + varSize)} bytes.");
NetworkLog.LogWarning($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] NetworkVariable data read too big. {reader.Position - (readStartPos + varSize)} bytes.");
}
reader.Seek(readStartPos + varSize);
@@ -1137,7 +1285,7 @@ namespace Unity.Netcode
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"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);
@@ -1147,7 +1295,7 @@ namespace Unity.Netcode
}
/// <summary>
/// Gets the local instance of a object with a given NetworkId
/// Gets the local instance of a NetworkObject with a given NetworkId.
/// </summary>
/// <param name="networkId"></param>
/// <returns></returns>
@@ -1158,14 +1306,14 @@ namespace Unity.Netcode
/// <summary>
/// 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
/// <see cref="NetworkObject"/>s.
/// </summary>
/// <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 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.
/// </remarks>
/// <param name="serializer">The serializer to use to read and write the data.</param>
@@ -1179,14 +1327,19 @@ namespace Unity.Netcode
}
public virtual void OnReanticipate(double lastRoundTripTime)
{
}
/// <summary>
/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
/// </summary>
/// <remarks>
/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
/// 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 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>
protected ulong m_TargetIdBeingSynchronized { get; private set; }
@@ -1309,9 +1462,8 @@ namespace Unity.Netcode
/// <summary>
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to.
/// NOTE: If you override this, you will want to always invoke this base class version of this
/// <see cref="OnDestroy"/> method!!
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to is destroyed.
/// If you override this, you must always invoke the base class version of this <see cref="OnDestroy"/> method.
/// </summary>
public virtual void OnDestroy()
{

View File

@@ -11,6 +11,7 @@ namespace Unity.Netcode
private NetworkManager m_NetworkManager;
private NetworkConnectionManager m_ConnectionManager;
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
private HashSet<NetworkObject> m_PendingDirtyNetworkObjects = new HashSet<NetworkObject>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
@@ -18,7 +19,7 @@ namespace Unity.Netcode
internal void AddForUpdate(NetworkObject networkObject)
{
m_DirtyNetworkObjects.Add(networkObject);
m_PendingDirtyNetworkObjects.Add(networkObject);
}
internal void NetworkBehaviourUpdate()
@@ -28,6 +29,9 @@ namespace Unity.Netcode
#endif
try
{
m_DirtyNetworkObjects.UnionWith(m_PendingDirtyNetworkObjects);
m_PendingDirtyNetworkObjects.Clear();
// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point
// trying to process them, even if they were previously marked as dirty.
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);

View File

@@ -17,6 +17,12 @@ namespace Unity.Netcode
[AddComponentMenu("Netcode/Network Manager", -100)]
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
{
#if UNITY_EDITOR
// Inspector view expand/collapse settings for this derived child class
[HideInInspector]
public bool NetworkManagerExpanded;
#endif
// TODO: Deprecate...
// The following internal values are not used, but because ILPP makes them public in the assembly, they cannot
// be removed thanks to our semver validation.
@@ -28,24 +34,47 @@ namespace Unity.Netcode
// RuntimeAccessModifiersILPP will make this `public`
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`
internal static readonly Dictionary<uint, string> __rpc_name_table = new Dictionary<uint, string>();
#endif
#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
{
return NetworkConfig.SessionMode == SessionModeTypes.DistributedAuthority;
}
}
public bool DistributedAuthorityMode { get; private set; }
/// <summary>
/// Distributed Authority Mode
@@ -130,6 +159,18 @@ namespace Unity.Netcode
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;
@@ -150,10 +191,11 @@ namespace Unity.Netcode
}
}
}
OnSessionOwnerPromoted?.Invoke(sessionOwner);
}
// TODO: Make this internal after testing
public void PromoteSessionOwner(ulong clientId)
internal void PromoteSessionOwner(ulong clientId)
{
if (!DistributedAuthorityMode)
{
@@ -177,24 +219,132 @@ namespace Unity.Netcode
}
}
internal Dictionary<ulong, NetworkObject> NetworkTransformUpdate = new Dictionary<ulong, NetworkObject>();
#if COM_UNITY_MODULES_PHYSICS
internal Dictionary<ulong, NetworkObject> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkObject>();
#endif
internal void NetworkTransformRegistration(NetworkObject networkObject, bool onUpdate = true, bool register = true)
{
if (onUpdate)
{
if (register)
{
if (!NetworkTransformUpdate.ContainsKey(networkObject.NetworkObjectId))
{
NetworkTransformUpdate.Add(networkObject.NetworkObjectId, networkObject);
}
}
else
{
NetworkTransformUpdate.Remove(networkObject.NetworkObjectId);
}
}
#if COM_UNITY_MODULES_PHYSICS
else
{
if (register)
{
if (!NetworkTransformFixedUpdate.ContainsKey(networkObject.NetworkObjectId))
{
NetworkTransformFixedUpdate.Add(networkObject.NetworkObjectId, networkObject);
}
}
else
{
NetworkTransformFixedUpdate.Remove(networkObject.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)
{
switch (updateStage)
{
case NetworkUpdateStage.EarlyUpdate:
{
UpdateTopology();
ConnectionManager.ProcessPendingApprovals();
ConnectionManager.PollAndHandleNetworkEvents();
DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0);
AnticipationSystem.SetupForUpdate();
MessageManager.ProcessIncomingMessageQueue();
MessageManager.CleanupDisconnectedClients();
AnticipationSystem.ProcessReanticipation();
}
break;
#if COM_UNITY_MODULES_PHYSICS
case NetworkUpdateStage.FixedUpdate:
{
foreach (var networkObjectEntry in NetworkTransformFixedUpdate)
{
// if not active or not spawned then skip
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
{
continue;
}
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
{
// only update if enabled
if (networkTransformEntry.enabled)
{
networkTransformEntry.OnFixedUpdate();
}
}
}
}
break;
#endif
case NetworkUpdateStage.PreUpdate:
{
NetworkTimeSystem.UpdateTime();
AnticipationSystem.Update();
}
break;
case NetworkUpdateStage.PreLateUpdate:
{
// Non-physics based non-authority NetworkTransforms update their states after all other components
foreach (var networkObjectEntry in NetworkTransformUpdate)
{
// if not active or not spawned then skip
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
{
continue;
}
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
{
// only update if enabled
if (networkTransformEntry.enabled)
{
networkTransformEntry.OnUpdate();
}
}
}
}
break;
case NetworkUpdateStage.PostScriptLateUpdate:
{
AnticipationSystem.Sync();
AnticipationSystem.SetupForRender();
}
break;
case NetworkUpdateStage.PostLateUpdate:
@@ -436,6 +586,25 @@ namespace Unity.Netcode
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>
/// The callback to invoke during connection approval. Allows client code to decide whether or not to allow incoming client connection
/// </summary>
@@ -680,6 +849,8 @@ namespace Unity.Netcode
/// </summary>
public NetworkTickSystem NetworkTickSystem { get; private set; }
internal AnticipationSystem AnticipationSystem { get; private set; }
/// <summary>
/// Used for time mocking in tests
/// </summary>
@@ -724,6 +895,11 @@ namespace Unity.Netcode
OnNetworkManagerReset?.Invoke(this);
}
protected virtual void OnValidateComponent()
{
}
internal void OnValidate()
{
if (NetworkConfig == null)
@@ -784,6 +960,15 @@ namespace Unity.Netcode
}
}
}
try
{
OnValidateComponent();
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
private void ModeChanged(PlayModeStateChange change)
@@ -942,6 +1127,19 @@ namespace Unity.Netcode
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;
@@ -978,7 +1176,12 @@ namespace Unity.Netcode
}
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
#if COM_UNITY_MODULES_PHYSICS
this.RegisterNetworkUpdate(NetworkUpdateStage.FixedUpdate);
#endif
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PostScriptLateUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
// ComponentFactory needs to set its defaults next
@@ -994,11 +1197,17 @@ namespace Unity.Netcode
MessageManager.Hook(new NetworkManagerHooks(this));
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkConfig.NetworkProfilingMetrics)
{
MessageManager.Hook(new ProfilingHooks());
}
#endif
#if MULTIPLAYER_TOOLS
if (NetworkConfig.NetworkMessageMetrics)
{
MessageManager.Hook(new MetricHooks(this));
}
#endif
// Assures there is a server message queue available
@@ -1011,6 +1220,7 @@ namespace Unity.Netcode
// The remaining systems can then be initialized
NetworkTimeSystem = server ? NetworkTimeSystem.ServerTimeSystem() : new NetworkTimeSystem(1.0 / NetworkConfig.TickRate);
NetworkTickSystem = NetworkTimeSystem.Initialize(this);
AnticipationSystem = new AnticipationSystem(this);
// Create spawn manager instance
SpawnManager = new NetworkSpawnManager(this);
@@ -1112,6 +1322,8 @@ namespace Unity.Netcode
{
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// Notify the server that everything should be synchronized/spawned at this time.
SpawnManager.NotifyNetworkObjectsSynchronized();
OnServerStarted?.Invoke();
ConnectionManager.LocalClient.IsApproved = true;
return true;
@@ -1259,6 +1471,9 @@ namespace Unity.Netcode
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// Notify the host that everything should be synchronized/spawned at this time.
SpawnManager.NotifyNetworkObjectsSynchronized();
OnServerStarted?.Invoke();
OnClientStarted?.Invoke();

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using Unity.Netcode.Components;
#if UNITY_EDITOR
using UnityEditor;
#if UNITY_2021_2_OR_NEWER
@@ -14,6 +15,7 @@ using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
@@ -55,6 +57,35 @@ namespace Unity.Netcode
}
}
/// <summary>
/// All <see cref="NetworkTransform"></see> component instances associated with a <see cref="NetworkObject"/> component instance.
/// </summary>
/// <remarks>
/// When parented, all child <see cref="NetworkTransform"/> component instances under a <see cref="NetworkObject"/> component instance that do not have
/// another <see cref="NetworkObject"/> component instance will be associated with the initial component instance. This list does not contain any parented
/// children <see cref="NetworkObject"/> instances with one or more <see cref="NetworkTransform"/> component instance(s).
/// </remarks>
public List<NetworkTransform> NetworkTransforms { get; private set; }
#if COM_UNITY_MODULES_PHYSICS
/// <summary>
/// All <see cref="NetworkRigidbodyBase"></see> component instances associated with a <see cref="NetworkObject"/> component instance.
/// NOTE: This is only available if a physics package is included. If not, then this will not be available!
/// </summary>
/// <remarks>
/// When parented, all child <see cref="NetworkRigidbodyBase"/> component instances under a <see cref="NetworkObject"/> component instance that do not have
/// another <see cref="NetworkObject"/> component instance will be associated with the initial component instance. This list does not contain any parented
/// child <see cref="NetworkObject"/> instances with one or more <see cref="NetworkTransform"/> component instance(s).
/// </remarks>
public List<NetworkRigidbodyBase> NetworkRigidbodies { get; private set; }
#endif
/// <summary>
/// The current parent <see cref="NetworkObject"/> component instance to this <see cref="NetworkObject"/> component instance. When there is no parent then
/// this will be <see cref="null"/>.
/// </summary>
public NetworkObject CurrentParent { get; private set; }
#if UNITY_EDITOR
private const string k_GlobalIdTemplate = "GlobalObjectId_V1-{0}-{1}-{2}-{3}";
@@ -398,8 +429,11 @@ namespace Unity.Netcode
/// <summary>
/// Determines whether a NetworkObject can be distributed to other clients during
/// a <see cref="SessionModeTypes.DistributedAuthority"/> session.
/// a <see cref="NetworkTopologyTypes.DistributedAuthority"/> session.
/// </summary>
#if !MULTIPLAYER_SERVICES_SDK_INSTALLED
[HideInInspector]
#endif
[SerializeField]
internal OwnershipStatus Ownership = OwnershipStatus.Distributable;
@@ -507,8 +541,8 @@ namespace Unity.Netcode
/// permission failure status codes will be returned via <see cref="OnOwnershipPermissionsFailure"/>.
/// <see cref="Locked"/>: The <see cref="NetworkObject"/> is locked and ownership cannot be acquired.
/// <see cref="RequestRequired"/>: The <see cref="NetworkObject"/> requires an ownership request via <see cref="RequestOwnership"/>.
/// <see cref="RequestInProgress"/>: The <see cref="NetworkObject"/> already is processing an ownership request and ownership cannot be acquired at this time.
/// <see cref="NotTransferrable": The <see cref="NetworkObject"/> does not have the <see cref="OwnershipStatus.Transferable"/> flag set and ownership cannot be acquired.
/// <see cref="RequestInProgress"/>: The <see cref="NetworkObject"/> is already processing an ownership request and ownership cannot be acquired at this time.
/// <see cref="NotTransferrable"/>: The <see cref="NetworkObject"/> does not have the <see cref="OwnershipStatus.Transferable"/> flag set and ownership cannot be acquired.
/// </summary>
public enum OwnershipPermissionsFailureStatus
{
@@ -904,6 +938,7 @@ namespace Unity.Netcode
/// <summary>
/// If true, the object will always be replicated as root on clients and the parent will be ignored.
/// </summary>
[Tooltip("If enabled (default disabled), instances of this NetworkObject will ignore any parent(s) it might have and replicate on clients as the root being its parent.")]
public bool AlwaysReplicateAsRoot;
/// <summary>
@@ -921,6 +956,8 @@ namespace Unity.Netcode
/// bandwidth cost. This can also be useful for UI elements that have
/// a predetermined fixed position.
/// </remarks>
[Tooltip("If enabled (default enabled), newly joining clients will be synchronized with the transform of the associated GameObject this component is attached to. Typical use case" +
" scenario would be for managment objects or in-scene placed objects that don't move and already have their transform settings applied within the scene information.")]
public bool SynchronizeTransform = true;
/// <summary>
@@ -978,6 +1015,7 @@ namespace Unity.Netcode
/// To synchronize clients of a <see cref="NetworkObject"/>'s scene being changed via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>,
/// make sure <see cref="SceneMigrationSynchronization"/> is enabled (it is by default).
/// </remarks>
[Tooltip("When enabled (default disabled), spawned instances of this NetworkObject will automatically migrate to any newly assigned active scene.")]
public bool ActiveSceneSynchronization;
/// <summary>
@@ -996,6 +1034,7 @@ namespace Unity.Netcode
/// is <see cref="true"/> and <see cref="ActiveSceneSynchronization"/> is <see cref="false"/> and the scene is not the currently
/// active scene, then the <see cref="NetworkObject"/> will be destroyed.
/// </remarks>
[Tooltip("When enabled (default enabled), dynamically spawned instances of this NetworkObject's migration to a different scene will automatically be synchonize amongst clients.")]
public bool SceneMigrationSynchronization = true;
/// <summary>
@@ -1011,7 +1050,7 @@ namespace Unity.Netcode
/// <summary>
/// When set to false, the NetworkObject will be spawned with no observers initially (other than the server)
/// </summary>
[Tooltip("When false, the NetworkObject will spawn with no observers initially. (default is true)")]
[Tooltip("When disabled (default enabled), the NetworkObject will spawn with no observers. You control object visibility using NetworkShow. This applies to newly joining clients as well.")]
public bool SpawnWithObservers = true;
/// <summary>
@@ -1040,13 +1079,35 @@ namespace Unity.Netcode
/// Whether or not to destroy this object if it's owner is destroyed.
/// If true, the objects ownership will be given to the server.
/// </summary>
[Tooltip("When enabled (default disabled), instances of this NetworkObject will not be destroyed if the owning client disconnects.")]
public bool DontDestroyWithOwner;
/// <summary>
/// Whether or not to enable automatic NetworkObject parent synchronization.
/// </summary>
[Tooltip("When disabled (default enabled), NetworkObject parenting will not be automatically synchronized. This is typically used when you want to implement your own custom parenting solution.")]
public bool AutoObjectParentSync = true;
/// <summary>
/// Determines if the owner will apply transform values sent by the parenting message.
/// </summary>
/// <remarks>
/// When enabled, the resultant parenting transform changes sent by the authority will be applied on all instances. <br />
/// When disabled, the resultant parenting transform changes sent by the authority will not be applied on the owner's instance. <br />
/// When disabled, all non-owner instances will still be synchronized by the authority's transform values when parented.
/// When using a <see cref="NetworkTopologyTypes.ClientServer"/> network topology and an owner authoritative motion model, disabling this can help smooth parenting transitions.
/// When using a <see cref="NetworkTopologyTypes.DistributedAuthority"/> network topology this will have no impact on the owner's instance since only the authority/owner can parent.
/// </remarks>
[Tooltip("When disabled (default enabled), the owner will not apply a server or host's transform properties when parenting changes. Primarily useful for client-server network topology configurations.")]
public bool SyncOwnerTransformWhenParented = true;
/// <summary>
/// Client-Server specific, when enabled an owner of a NetworkObject can parent locally as opposed to requiring the owner to notify the server it would like to be parented.
/// This behavior is always true when using a distributed authority network topology and does not require it to be set.
/// </summary>
[Tooltip("When enabled (default disabled), owner's can parent a NetworkObject locally without having to send an RPC to the server or host. Only pertinent when using client-server network topology configurations.")]
public bool AllowOwnerToParent;
internal readonly HashSet<ulong> Observers = new HashSet<ulong>();
#if MULTIPLAYER_TOOLS
@@ -1514,6 +1575,11 @@ namespace Unity.Netcode
if (NetworkManager.DistributedAuthorityMode)
{
if (NetworkManager.LocalClient == null || !NetworkManager.IsConnectedClient || !NetworkManager.ConnectionManager.LocalClient.IsApproved)
{
Debug.LogError($"Cannot spawn {name} until the client is fully connected to the session!");
return;
}
if (NetworkManager.NetworkConfig.EnableSceneManagement)
{
NetworkSceneHandle = NetworkManager.SceneManager.ClientSceneHandleToServerSceneHandle[gameObject.scene.handle];
@@ -1605,7 +1671,7 @@ namespace Unity.Netcode
return null;
}
ownerClientId = networkManager.DistributedAuthorityMode ? networkManager.LocalClientId : NetworkManager.ServerClientId;
ownerClientId = networkManager.DistributedAuthorityMode ? networkManager.LocalClientId : ownerClientId;
// We only need to check for authority when running in client-server mode
if (!networkManager.IsServer && !networkManager.DistributedAuthorityMode)
{
@@ -1749,6 +1815,9 @@ namespace Unity.Netcode
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
// Invoke internal notification
ChildNetworkBehaviours[i].InternalOnNetworkObjectParentChanged(parentNetworkObject);
// Invoke public notification
ChildNetworkBehaviours[i].OnNetworkObjectParentChanged(parentNetworkObject);
}
}
@@ -1880,7 +1949,7 @@ namespace Unity.Netcode
// DANGO-TODO: Do we want to worry about ownership permissions here?
// It wouldn't make sense to not allow parenting, but keeping this note here as a reminder.
var isAuthority = HasAuthority;
var isAuthority = HasAuthority || (AllowOwnerToParent && IsOwner);
// If we don't have authority and we are not shutting down, then don't allow any parenting.
// If we are shutting down and don't have authority then allow it.
@@ -1894,7 +1963,6 @@ namespace Unity.Netcode
internal bool InternalTrySetParent(NetworkObject parent, bool worldPositionStays = true)
{
if (parent != null && (IsSpawned ^ parent.IsSpawned))
{
if (NetworkManager != null && !NetworkManager.ShutdownInProgress)
@@ -1907,10 +1975,12 @@ namespace Unity.Netcode
if (parent == null)
{
CurrentParent = null;
transform.SetParent(null, worldPositionStays);
}
else
{
CurrentParent = parent;
transform.SetParent(parent.transform, worldPositionStays);
}
@@ -1945,7 +2015,7 @@ namespace Unity.Netcode
var isAuthority = false;
// With distributed authority, we need to track "valid authoritative" parenting changes.
// So, either the authority or AuthorityAppliedParenting is considered a "valid parenting change".
isAuthority = HasAuthority || AuthorityAppliedParenting;
isAuthority = HasAuthority || AuthorityAppliedParenting || (AllowOwnerToParent && IsOwner);
var distributedAuthority = NetworkManager.DistributedAuthorityMode;
// If we do not have authority and we are spawned
@@ -2037,7 +2107,7 @@ namespace Unity.Netcode
}
// If we are connected to a CMB service or we are running a mock CMB service then send to the "server" identifier
if (distributedAuthority)
if (distributedAuthority || (!distributedAuthority && AllowOwnerToParent && IsOwner && !NetworkManager.IsServer))
{
if (!NetworkManager.DAHost)
{
@@ -2209,6 +2279,18 @@ namespace Unity.Netcode
}
}
internal void InvokeBehaviourNetworkPreSpawn()
{
var networkManager = NetworkManager;
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].NetworkPreSpawn(ref networkManager);
}
}
}
internal void InvokeBehaviourNetworkSpawn()
{
NetworkManager.SpawnManager.UpdateOwnershipTable(this, OwnerClientId);
@@ -2238,6 +2320,42 @@ namespace Unity.Netcode
}
}
internal void InvokeBehaviourNetworkPostSpawn()
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].NetworkPostSpawn();
}
}
}
internal void InternalNetworkSessionSynchronized()
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].NetworkSessionSynchronized();
}
}
}
internal void InternalInSceneNetworkObjectsSpawned()
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].InSceneNetworkObjectsSpawned();
}
}
}
internal void InvokeBehaviourNetworkDespawn()
{
NetworkManager.SpawnManager.UpdateOwnershipTable(this, OwnerClientId, true);
@@ -2271,6 +2389,27 @@ namespace Unity.Netcode
if (networkBehaviours[i].NetworkObject == this)
{
m_ChildNetworkBehaviours.Add(networkBehaviours[i]);
var type = networkBehaviours[i].GetType();
if (type == typeof(NetworkTransform) || type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
{
if (NetworkTransforms == null)
{
NetworkTransforms = new List<NetworkTransform>();
}
var networkTransform = networkBehaviours[i] as NetworkTransform;
networkTransform.IsNested = i != 0 && networkTransform.gameObject != gameObject;
NetworkTransforms.Add(networkTransform);
}
#if COM_UNITY_MODULES_PHYSICS
else if (type.IsSubclassOf(typeof(NetworkRigidbodyBase)))
{
if (NetworkRigidbodies == null)
{
NetworkRigidbodies = new List<NetworkRigidbodyBase>();
}
NetworkRigidbodies.Add(networkBehaviours[i] as NetworkRigidbodyBase);
}
#endif
}
}
@@ -2335,10 +2474,10 @@ namespace Unity.Netcode
if (NetworkManager.DistributedAuthorityMode)
{
var readerPosition = reader.Position;
reader.ReadValueSafe(out ushort behaviorCount);
if (behaviorCount != ChildNetworkBehaviours.Count)
reader.ReadValueSafe(out ushort behaviourCount);
if (behaviourCount != ChildNetworkBehaviours.Count)
{
Debug.LogError($"Network Behavior Count Mismatch! [{readerPosition}][{reader.Position}]");
Debug.LogError($"[{name}] Network Behavior Count Mismatch! [In: {behaviourCount} vs Local: {ChildNetworkBehaviours.Count}][StartReaderPos: {readerPosition}] CurrentReaderPos: {reader.Position}]");
return false;
}
}
@@ -2862,6 +3001,9 @@ namespace Unity.Netcode
// in order to be able to determine which NetworkVariables the client will be allowed to read.
networkObject.OwnerClientId = sceneObject.OwnerClientId;
// Special Case: Invoke NetworkBehaviour.OnPreSpawn methods here before SynchronizeNetworkBehaviours
networkObject.InvokeBehaviourNetworkPreSpawn();
// Synchronize NetworkBehaviours
var bufferSerializer = new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(reader));
networkObject.SynchronizeNetworkBehaviours(ref bufferSerializer, networkManager.LocalClientId);
@@ -3051,6 +3193,11 @@ namespace Unity.Netcode
private void Awake()
{
m_ChildNetworkBehaviours = null;
NetworkTransforms?.Clear();
#if COM_UNITY_MODULES_PHYSICS
NetworkRigidbodies?.Clear();
#endif
SetCachedParent(transform.parent);
SceneOrigin = gameObject.scene;
}

View File

@@ -54,6 +54,12 @@ namespace Unity.Netcode
/// </summary>
PreLateUpdate = 6,
/// <summary>
/// Updated after Monobehaviour.LateUpdate, but BEFORE rendering
/// </summary>
// Yes, these numbers are out of order due to backward compatibility requirements.
// The enum values are listed in the order they will be called.
PostScriptLateUpdate = 8,
/// <summary>
/// Updated after the Monobehaviour.LateUpdate for all components is invoked
/// </summary>
PostLateUpdate = 7
@@ -258,6 +264,18 @@ namespace Unity.Netcode
}
}
internal struct NetworkPostScriptLateUpdate
{
public static PlayerLoopSystem CreateLoopSystem()
{
return new PlayerLoopSystem
{
type = typeof(NetworkPostScriptLateUpdate),
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostScriptLateUpdate)
};
}
}
internal struct NetworkPostLateUpdate
{
public static PlayerLoopSystem CreateLoopSystem()
@@ -399,6 +417,7 @@ namespace Unity.Netcode
else if (currentSystem.type == typeof(PreLateUpdate))
{
TryAddLoopSystem(ref currentSystem, NetworkPreLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.Before);
TryAddLoopSystem(ref currentSystem, NetworkPostScriptLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.After);
}
else if (currentSystem.type == typeof(PostLateUpdate))
{
@@ -440,6 +459,7 @@ namespace Unity.Netcode
else if (currentSystem.type == typeof(PreLateUpdate))
{
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate));
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostScriptLateUpdate));
}
else if (currentSystem.type == typeof(PostLateUpdate))
{

View File

@@ -63,16 +63,40 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (!m_NetworkManager.IsServer)
{
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
}
if (clientIds == null)
{
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List!");
}
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
{
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
{
Debug.LogError("Clients cannot send unnamed messages to other clients!");
return;
}
else if (clientIds.Count == 1)
{
SendUnnamedMessage(clientIds[0], messageBuffer, networkDelivery);
}
}
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
{
if (clientIds.Count > 1)
{
Debug.LogError("Sending an unnamed message to multiple clients is not yet supported in distributed authority.");
return;
}
}
if (clientIds.Count == 0)
{
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send to.");
return;
}
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
if (m_NetworkManager.IsHost)
{
for (var i = 0; i < clientIds.Count; ++i)
@@ -108,6 +132,8 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
if (m_NetworkManager.IsHost)
{
if (clientId == m_NetworkManager.LocalClientId)
@@ -203,6 +229,14 @@ namespace Unity.Netcode
var hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name);
if (m_NetworkManager.LogLevel <= LogLevel.Developer)
{
if (m_MessageHandlerNameLookup32.ContainsKey(hash32) || m_MessageHandlerNameLookup64.ContainsKey(hash64))
{
Debug.LogWarning($"Registering {name} named message over existing registration! Your previous registration's callback is being overwritten!");
}
}
m_NamedMessageHandlers32[hash32] = callback;
m_NamedMessageHandlers64[hash64] = callback;
@@ -255,6 +289,8 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
@@ -303,16 +339,41 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (!m_NetworkManager.IsServer)
{
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
}
if (clientIds == null)
{
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
throw new ArgumentNullException(nameof(clientIds), "Client list is null! You must pass in a valid clientId list to send a named message.");
}
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
{
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
{
Debug.LogError("Clients cannot send named messages to other clients!");
return;
}
else if (clientIds.Count == 1)
{
SendNamedMessage(messageName, clientIds[0], messageStream, networkDelivery);
return;
}
}
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
{
if (clientIds.Count > 1)
{
Debug.LogError("Sending a named message to multiple clients is not yet supported in distributed authority.");
return;
}
}
if (clientIds.Count == 0)
{
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send the named message {messageName} to!");
return;
}
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
@@ -351,5 +412,32 @@ namespace Unity.Netcode
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
}
}
/// <summary>
/// Validate the size of the message. If it's a non-fragmented delivery type the message must fit within the
/// max allowed size with headers also subtracted. Named messages also include the hash
/// of the name string. Only validates in editor and development builds.
/// </summary>
/// <param name="messageStream">The named message payload</param>
/// <param name="networkDelivery">Delivery method</param>
/// <param name="isNamed">Is the message named (or unnamed)</param>
/// <exception cref="OverflowException">Exception thrown in case validation fails</exception>
private unsafe void ValidateMessageSize(FastBufferWriter messageStream, NetworkDelivery networkDelivery, bool isNamed)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
var maxNonFragmentedSize = m_NetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
if (isNamed)
{
maxNonFragmentedSize -= sizeof(ulong); // MessageName hash
}
if (networkDelivery != NetworkDelivery.ReliableFragmentedSequenced
&& messageStream.Length > maxNonFragmentedSize)
{
throw new OverflowException($"Given message size ({messageStream.Length} bytes) is greater than " +
$"the maximum allowed for the selected delivery method ({maxNonFragmentedSize} bytes). Try using " +
$"ReliableFragmentedSequenced delivery method instead.");
}
#endif
}
}
}

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
@@ -12,9 +13,121 @@ namespace Unity.Netcode
internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
#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()
{
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

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

@@ -5,6 +5,8 @@ namespace Unity.Netcode
{
public int Version => 0;
private const string k_Name = "ChangeOwnershipMessage";
public ulong NetworkObjectId;
public ulong OwnerClientId;
// DANGOEXP TODO: Remove these notes or change their format
@@ -199,7 +201,7 @@ namespace Unity.Netcode
// authority of the NetworkObject in question.
if (!networkManager.DAHost && !networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, GetType().Name);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
return false;
}
return true;

View File

@@ -31,7 +31,7 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if ((ShouldSynchronize || networkManager.CMBServiceConnection) && networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
if (ShouldSynchronize && networkManager.NetworkConfig.EnableSceneManagement && networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
{
networkManager.SceneManager.SynchronizeNetworkObjects(ClientId);
}
@@ -55,6 +55,15 @@ namespace Unity.Netcode
// Don't redistribute for the local instance
if (ClientId != networkManager.LocalClientId)
{
// Show any NetworkObjects that are:
// - Hidden from the session owner
// - Owned by this client
// - Has NetworkObject.SpawnWithObservers set to true (the default)
if (!networkManager.LocalClient.IsSessionOwner)
{
networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
}
// We defer redistribution to the end of the NetworkUpdateStage.PostLateUpdate
networkManager.RedistributeToClient = true;
networkManager.ClientToRedistribute = ClientId;

View File

@@ -222,6 +222,9 @@ namespace Unity.Netcode
}
// 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
{
@@ -230,6 +233,13 @@ namespace Unity.Netcode
// 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();
@@ -238,8 +248,18 @@ namespace Unity.Netcode
{
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();

View File

@@ -7,6 +7,8 @@ namespace Unity.Netcode
{
public int Version => 0;
private const string k_Name = "CreateObjectMessage";
public NetworkObject.SceneObject ObjectInfo;
private FastBufferReader m_ReceivedNetworkVariableData;
@@ -161,7 +163,7 @@ namespace Unity.Netcode
if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context, GetType().Name);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context, k_Name);
return false;
}
m_ReceivedNetworkVariableData = reader;

View File

@@ -6,6 +6,8 @@ namespace Unity.Netcode
{
public int Version => 0;
private const string k_Name = "DestroyObjectMessage";
public ulong NetworkObjectId;
public bool DestroyGameObject;
private byte m_DestroyFlags;
@@ -84,7 +86,7 @@ namespace Unity.Netcode
// Client-Server mode we always defer where in distributed authority mode we only defer if it is not a targeted destroy
if (!networkManager.DistributedAuthorityMode || (networkManager.DistributedAuthorityMode && !IsTargetedDestroy))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, GetType().Name);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
}
}
return true;

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

@@ -23,8 +23,8 @@ namespace Unity.Netcode
private FastBufferReader m_ReceivedNetworkVariableData;
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
// Worth either merging or more cleanly separating these codepaths.
private const string k_Name = "NetworkVariableDeltaMessage";
public void Serialize(FastBufferWriter writer, int targetVersion)
{
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
@@ -67,7 +67,8 @@ namespace Unity.Netcode
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
var shouldWrite = networkVariable.IsDirty() &&
networkVariable.CanClientRead(TargetClientId) &&
(networkManager.IsServer || networkVariable.CanClientWrite(networkManager.LocalClientId));
(networkManager.IsServer || networkVariable.CanClientWrite(networkManager.LocalClientId)) &&
networkVariable.CanSend();
// Prevent the server from writing to the client that owns a given NetworkVariable
// Allowing the write would send an old value to the client and cause jitter
@@ -123,10 +124,6 @@ namespace Unity.Netcode
}
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;
@@ -164,8 +161,6 @@ namespace Unity.Netcode
return true;
}
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
// Worth either merging or more cleanly separating these codepaths.
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
@@ -296,7 +291,7 @@ namespace Unity.Netcode
// 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, GetType().Name);
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;
private const string k_Name = "DestroyObjectMessage";
public ulong NetworkObjectId;
private byte m_BitField;
@@ -92,7 +94,7 @@ namespace Unity.Netcode
// 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, GetType().Name);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
return false;
}
return true;
@@ -115,6 +117,11 @@ namespace Unity.Netcode
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
networkObject.ApplyNetworkParenting(RemoveParent);
// This check is primarily for client-server network topologies when the motion model is owner authoritative:
// When SyncOwnerTransformWhenParented is enabled, then always apply the transform values.
// When SyncOwnerTransformWhenParented is disabled, then only synchronize the transform on non-owner instances.
if (networkObject.SyncOwnerTransformWhenParented || (!networkObject.SyncOwnerTransformWhenParented && !networkObject.IsOwner))
{
// We set all of the transform values after parenting as they are
// the values of the server-side post-parenting transform values
if (!WorldPositionStays)
@@ -128,9 +135,10 @@ namespace Unity.Netcode
networkObject.transform.rotation = Rotation;
}
networkObject.transform.localScale = Scale;
}
// If in distributed authority mode and we are running a DAHost and this is the DAHost, then forward the parent changed message to any remaining clients
if (networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost)
if ((networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost) || (networkObject.AllowOwnerToParent && context.SenderId == networkObject.OwnerClientId && networkManager.IsServer))
{
var size = 0;
var message = this;

View File

@@ -1,4 +1,3 @@
using System;
using Unity.Collections;
namespace Unity.Netcode
@@ -34,22 +33,14 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
{
// With distributed authority mode, we can send Rpcs before we have been notified the NetworkObject is despawned.
// DANGO-TODO: Should the CMB Service cull out any Rpcs targeting recently despawned NetworkObjects?
// DANGO-TODO: This would require the service to keep track of despawned NetworkObjects since we re-use NetworkObject identifiers.
if (networkManager.DistributedAuthorityMode)
{
// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
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;

View File

@@ -41,7 +41,7 @@ namespace Unity.Netcode
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))
{
networkManager.NetworkMetrics.TrackRpcReceived(
@@ -60,7 +60,13 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject))
{
throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
if (networkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[{metadata.NetworkObjectId}, {metadata.NetworkBehaviourId}, {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;
}
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
@@ -99,6 +105,8 @@ namespace Unity.Netcode
public FastBufferWriter WriteBuffer;
public FastBufferReader ReadBuffer;
private const string k_Name = "ServerRpcMessage";
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
{
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
@@ -106,7 +114,7 @@ namespace Unity.Netcode
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, GetType().Name);
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
}
public void Handle(ref NetworkContext context)
@@ -134,6 +142,8 @@ namespace Unity.Netcode
public FastBufferWriter WriteBuffer;
public FastBufferReader ReadBuffer;
private const string k_Name = "ClientRpcMessage";
public void Serialize(FastBufferWriter writer, int targetVersion)
{
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
@@ -141,7 +151,7 @@ namespace Unity.Netcode
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, GetType().Name);
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
}
public void Handle(ref NetworkContext context)
@@ -169,6 +179,8 @@ namespace Unity.Netcode
public FastBufferWriter WriteBuffer;
public FastBufferReader ReadBuffer;
private const string k_Name = "RpcMessage";
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
{
BytePacker.WriteValuePacked(writer, SenderClientId);
@@ -179,7 +191,7 @@ namespace Unity.Netcode
{
ByteUnpacker.ReadValuePacked(reader, out SenderClientId);
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, GetType().Name);
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
}
public void Handle(ref NetworkContext context)

View File

@@ -20,7 +20,7 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context)
{
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
((NetworkManager)context.SystemOwner).CustomMessagingManager?.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
}
}
}

View File

@@ -34,6 +34,9 @@ namespace Unity.Netcode
internal class NetworkMessageManager : IDisposable
{
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
{
@@ -120,49 +123,20 @@ namespace Unity.Netcode
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)
{
try
{
m_Sender = sender;
m_Owner = owner;
if (provider == null)
{
provider = new ILPPMessageProvider();
}
// Get the presorted message types returned by the provider
var allowedTypes = provider.GetMessages();
allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
allowedTypes = PrioritizeMessageOrder(allowedTypes);
foreach (var type in allowedTypes)
{
RegisterMessageType(type);
@@ -553,6 +527,7 @@ namespace Unity.Netcode
return new T().Version;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal int GetMessageVersion(Type type, ulong clientId, bool forReceive = false)
{
if (!m_PerClientMessageVersions.TryGetValue(clientId, out var versionMap))
@@ -580,16 +555,20 @@ namespace Unity.Netcode
return messageVersion;
}
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 messageVersion = 0;
// 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
// 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)
{
return;
@@ -641,7 +620,7 @@ namespace Unity.Netcode
var messageVersion = 0;
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
// The first part of this message always has to be the version data and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
if (typeof(TMessageType) != s_ConnectionRequestType)
{
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
if (messageVersion < 0)
@@ -695,7 +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.
// 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]);
if (messageVersion < 0)
@@ -754,7 +733,11 @@ namespace Unity.Netcode
}
ref var writeQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
if (!writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length))
{
Debug.LogError($"Not enough space to write message, size={tmpSerializer.Length + headerSerializer.Length} space used={writeQueueItem.Writer.Position} total size={writeQueueItem.Writer.Capacity}");
continue;
}
writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
@@ -775,7 +758,7 @@ 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. 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), clientId);
if (messageVersion < 0)

View File

@@ -36,12 +36,12 @@ namespace Unity.Netcode
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 =
#endif
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))
{
behaviour.NetworkManager.NetworkMetrics.TrackRpcSent(

View File

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

View File

@@ -46,7 +46,7 @@ namespace Unity.Netcode
message.Handle(ref context);
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))
{
networkManager.NetworkMetrics.TrackRpcSent(

View File

@@ -29,6 +29,12 @@ namespace Unity.Netcode
{
continue;
}
// The CMB-Service holds ID 0 and should not be added to the targets
if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
{
continue;
}
m_GroupSendTarget.Add(clientId);
}
}
@@ -41,6 +47,12 @@ namespace Unity.Netcode
continue;
}
// The CMB-Service holds ID 0 and should not be added to the targets
if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
{
continue;
}
if (clientId == m_NetworkManager.LocalClientId)
{
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);

View File

@@ -17,13 +17,18 @@ namespace Unity.Netcode
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
// If there are no targets then don't attempt to send anything.
if (TargetClientIds.Length == 0 && Ids.Count == 0)
{
return;
}
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 =
#endif
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))
{
foreach (var clientId in TargetClientIds)

View File

@@ -0,0 +1,392 @@
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)]
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

@@ -94,18 +94,18 @@ namespace Unity.Netcode
{
case NetworkListEvent<T>.EventType.Add:
{
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.Insert:
{
BytePacker.WriteValueBitPacked(writer, element.Index);
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.Remove:
{
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.RemoveAt:
@@ -116,7 +116,7 @@ namespace Unity.Netcode
case NetworkListEvent<T>.EventType.Value:
{
BytePacker.WriteValueBitPacked(writer, element.Index);
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
}
break;
case NetworkListEvent<T>.EventType.Clear:
@@ -133,13 +133,13 @@ namespace Unity.Netcode
{
if (m_NetworkManager.DistributedAuthorityMode)
{
writer.WriteValueSafe(NetworkVariableSerialization<T>.Type);
if (NetworkVariableSerialization<T>.Type == CollectionItemType.Unmanaged)
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>.Write(writer, ref placeholder);
NetworkVariableSerialization<T>.Serializer.Write(writer, ref placeholder);
var size = writer.Position - startPos;
writer.Seek(startPos);
BytePacker.WriteValueBitPacked(writer, size);
@@ -148,7 +148,7 @@ namespace Unity.Netcode
writer.WriteValueSafe((ushort)m_List.Length);
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));
}
}
@@ -158,9 +158,9 @@ namespace Unity.Netcode
m_List.Clear();
if (m_NetworkManager.DistributedAuthorityMode)
{
// Collection item type is used by the CMB rust service, drop value here.
reader.ReadValueSafe(out CollectionItemType type);
if (type == CollectionItemType.Unmanaged)
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 _);
}
@@ -169,7 +169,7 @@ namespace Unity.Netcode
for (int i = 0; i < count; i++)
{
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value);
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
m_List.Add(value);
}
}
@@ -186,7 +186,7 @@ namespace Unity.Netcode
case NetworkListEvent<T>.EventType.Add:
{
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value);
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
m_List.Add(value);
if (OnListChanged != null)
@@ -215,7 +215,7 @@ namespace Unity.Netcode
{
ByteUnpacker.ReadValueBitPacked(reader, out int index);
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value);
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
if (index < m_List.Length)
{
@@ -252,7 +252,7 @@ namespace Unity.Netcode
case NetworkListEvent<T>.EventType.Remove:
{
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value);
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
int index = m_List.IndexOf(value);
if (index == -1)
{
@@ -315,7 +315,7 @@ namespace Unity.Netcode
{
ByteUnpacker.ReadValueBitPacked(reader, out int index);
var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value);
NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
if (index >= m_List.Length)
{
throw new Exception("Shouldn't be here, index is higher than list length");
@@ -393,7 +393,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
m_List.Add(item);
@@ -414,7 +415,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
m_List.Clear();
@@ -440,7 +442,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return false;
}
int index = m_List.IndexOf(item);
@@ -475,7 +478,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
if (index < m_List.Length)
@@ -520,6 +524,8 @@ namespace Unity.Netcode
HandleAddListEvent(listEvent);
}
/// <inheritdoc />
public T this[int index]
{
@@ -529,7 +535,8 @@ namespace Unity.Netcode
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}
var previousValue = m_List[index];

View File

@@ -21,6 +21,29 @@ namespace Unity.Netcode
/// The callback to be invoked when the value gets changed
/// </summary>
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>
@@ -71,25 +94,57 @@ namespace Unity.Netcode
/// <summary>
/// The value of the NetworkVariable container
/// </summary>
/// <remarks>
/// When assigning collections to <see cref="Value"/>, unless it is a completely new collection this will not
/// detect any deltas with most managed collection classes since assignment of one collection value to another
/// is actually just a reference to the collection itself. <br />
/// To detect deltas in a collection, you should invoke <see cref="CheckDirtyState"/> after making modifications to the collection.
/// </remarks>
public virtual T Value
{
get => m_InternalValue;
set
{
// Compare bitwise
if (NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return;
}
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
// Compare the Value being applied to the current value
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
{
throw new InvalidOperationException($"[Client-{m_NetworkManager.LocalClientId}][{m_NetworkBehaviour.name}][{Name}] Write permissions ({WritePerm}) for this client instance is not allowed!");
T previousValue = m_InternalValue;
m_InternalValue = value;
SetDirty(true);
m_IsDisposed = false;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
}
}
}
Set(value);
/// <summary>
/// Invoke this method to check if a collection's items are dirty.
/// The default behavior is to exit early if the <see cref="NetworkVariable{T}"/> is already dirty.
/// </summary>
/// <param name="forceCheck"> when true, this check will force a full item collection check even if the NetworkVariable is already dirty</param>
/// <remarks>
/// This is to be used as a way to check if a <see cref="NetworkVariable{T}"/> containing a managed collection has any changees to the collection items.<br />
/// If you invoked this when a collection is dirty, it will not trigger the <see cref="OnValueChanged"/> unless you set <param name="forceCheck"/> to true. <br />
/// </remarks>
public bool CheckDirtyState(bool forceCheck = false)
{
var isDirty = base.IsDirty();
// Compare the previous with the current if not dirty or forcing a check.
if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
{
SetDirty(true);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
m_IsDisposed = false;
isDirty = true;
}
return isDirty;
}
internal ref T RefValue()
@@ -170,19 +225,6 @@ namespace Unity.Netcode
base.ResetDirty();
}
/// <summary>
/// Sets the <see cref="Value"/>, marks the <see cref="NetworkVariable{T}"/> dirty, and invokes the <see cref="OnValueChanged"/> callback
/// if there are subscribers to that event.
/// </summary>
/// <param name="value">the new value of type `T` to be set/></param>
private protected void Set(T value)
{
SetDirty(true);
T previousValue = m_InternalValue;
m_InternalValue = value;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
}
/// <summary>
/// Writes the variable to the writer
/// </summary>
@@ -199,20 +241,22 @@ namespace Unity.Netcode
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
// In order to get managed collections to properly have a previous and current value, we have to
// duplicate the collection at this point before making any modifications to the current.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
// todo:
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
// would be stored in different fields
T previousValue = m_InternalValue;
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
if (keepDirtyDelta)
{
SetDirty(true);
}
OnValueChanged?.Invoke(previousValue, m_InternalValue);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
}
/// <inheritdoc />

View File

@@ -3,11 +3,26 @@ using UnityEngine;
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>
/// Interface for network value containers
/// </summary>
public abstract class NetworkVariableBase : IDisposable
{
[SerializeField]
internal NetworkVariableUpdateTraits UpdateTraits = default;
[NonSerialized]
internal double LastUpdateSent;
/// <summary>
/// The delivery type (QoS) to send data with
/// </summary>
@@ -20,7 +35,17 @@ namespace Unity.Netcode
private NetworkManager m_InternalNetworkManager;
internal virtual NetworkVariableType Type => NetworkVariableType.Custom;
internal virtual NetworkVariableType Type => NetworkVariableType.Unknown;
internal string GetWritePermissionError()
{
return $"|Client-{m_NetworkManager.LocalClientId}|{m_NetworkBehaviour.name}|{Name}| Write permissions ({WritePerm}) for this client instance is not allowed!";
}
internal void LogWritePermissionError()
{
Debug.LogError(GetWritePermissionError());
}
private protected NetworkManager m_NetworkManager
{
@@ -52,9 +77,44 @@ namespace Unity.Netcode
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>
/// The default read permissions
/// </summary>
@@ -125,6 +185,28 @@ namespace Unity.Netcode
}
}
internal bool CanSend()
{
// When connected to a service or not the server, always use the synchronized server time as opposed to the local time
var time = m_InternalNetworkManager.CMBServiceConnection || !m_InternalNetworkManager.IsServer ? m_NetworkBehaviour.NetworkManager.ServerTime.Time : m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
var timeSinceLastUpdate = time - LastUpdateSent;
return
(
UpdateTraits.MaxSecondsBetweenUpdates > 0 &&
timeSinceLastUpdate >= UpdateTraits.MaxSecondsBetweenUpdates
) ||
(
timeSinceLastUpdate >= UpdateTraits.MinSecondsBetweenUpdates &&
ExceedsDirtinessThreshold()
);
}
internal void UpdateLastSentTime()
{
// When connected to a service or not the server, always use the synchronized server time as opposed to the local time
LastUpdateSent = m_InternalNetworkManager.CMBServiceConnection || !m_InternalNetworkManager.IsServer ? m_NetworkBehaviour.NetworkManager.ServerTime.Time : m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
}
internal static bool IgnoreInitializeWarning;
protected void MarkNetworkBehaviourDirty()
@@ -147,6 +229,17 @@ namespace Unity.Netcode
}
return;
}
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);
}
@@ -174,6 +267,11 @@ namespace Unity.Netcode
/// <returns>Whether or not the client has permission to read</returns>
public bool CanClientRead(ulong clientId)
{
if (!m_NetworkBehaviour)
{
return false;
}
// When in distributed authority mode, everyone can read (but only the owner can write)
if (m_NetworkManager != null && m_NetworkManager.DistributedAuthorityMode)
{
@@ -196,6 +294,11 @@ namespace Unity.Netcode
/// <returns>Whether or not the client has permission to write</returns>
public bool CanClientWrite(ulong clientId)
{
if (!m_NetworkBehaviour)
{
return false;
}
switch (WritePerm)
{
default:
@@ -231,7 +334,6 @@ namespace Unity.Netcode
/// </summary>
/// <param name="reader">The stream to read the state from</param>
public abstract void ReadField(FastBufferReader reader);
/// <summary>
/// Reads delta from the reader and applies them to the internal value
/// </summary>
@@ -247,47 +349,4 @@ namespace Unity.Netcode
m_InternalNetworkManager = null;
}
}
/// <summary>
/// Enum representing the different types of Network Variables.
/// </summary>
public enum NetworkVariableType : byte
{
/// <summary>
/// Value
/// Used for all of the basic NetworkVariables that contain a single value
/// </summary>
Value = 0,
/// <summary>
/// Custom
/// For any custom implemented extension of the NetworkVariableBase
/// </summary>
Custom = 1,
/// <summary>
/// NetworkList
/// </summary>
NetworkList = 2
}
public enum CollectionItemType : byte
{
/// <summary>
/// For any type that is not valid inside a NetworkVariable collection
/// </summary>
Unknown = 0,
/// <summary>
/// The following types are valid types inside of NetworkVariable collections
/// </summary>
Short = 1,
UShort = 2,
Int = 3,
UInt = 4,
Long = 5,
ULong = 6,
Unmanaged = 7,
}
}

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 +1,107 @@
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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using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// Interface used by NetworkVariables to serialize them with additional information for the DA runtime
/// </summary>
///
/// <typeparam name="T"></typeparam>
internal interface IDistributedAuthoritySerializer<T>
{
/// <summary>
/// The Type tells the DA server how to parse this type.
/// The user should never be able to override this value, as it is meaningful for the DA server
/// </summary>
public NetworkVariableType Type { get; }
public bool IsDistributedAuthorityOptimized { get; }
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value);
public void ReadDistributedAuthority(FastBufferReader reader, ref T value);
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue);
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value);
}
/// <typeparam name="T"></typeparam>
internal interface INetworkVariableSerializer<T> : IDistributedAuthoritySerializer<T>
{
// Write has to be taken by ref here because of INetworkSerializable
// Open Instance Delegates (pointers to methods without an instance attached to them)
// require the first parameter passed to them (the instance) to be passed by ref.
// So foo.Bar() becomes BarDelegate(ref foo);
// Taking T as an in parameter like we do in other places would require making a copy
// of it to pass it as a ref parameter.,
public void Write(FastBufferWriter writer, ref T value);
public void Read(FastBufferReader reader, ref T value);
public void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue);
public void ReadDelta(FastBufferReader reader, ref T value);
internal void ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator);
public void Duplicate(in T value, ref T duplicatedValue);
}
}

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fileFormatVersion: 2
guid: f78e258ef55f4ee89bc3f24d67b8d242
timeCreated: 1718218205

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using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Netcode;
namespace Unity.Netcode
{
internal static class NetworkVariableEquality<T>
{
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
// Size is fixed
internal static unsafe bool ValueEquals<TValueType>(ref TValueType a, ref TValueType b) where TValueType : unmanaged
{
// get unmanaged pointers
var aptr = UnsafeUtility.AddressOf(ref a);
var bptr = UnsafeUtility.AddressOf(ref b);
// compare addresses
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType)) == 0;
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
// Size is fixed
internal static unsafe bool ValueEqualsList<TValueType>(ref NativeList<TValueType> a, ref NativeList<TValueType> b) where TValueType : unmanaged
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
if (a.Length != b.Length)
{
return false;
}
#if UTP_TRANSPORT_2_0_ABOVE
var aptr = a.GetUnsafePtr();
var bptr = b.GetUnsafePtr();
#else
var aptr = (TValueType*)a.GetUnsafePtr();
var bptr = (TValueType*)b.GetUnsafePtr();
#endif
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType) * a.Length) == 0;
}
#endif
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
// Size is fixed
internal static unsafe bool ValueEqualsArray<TValueType>(ref NativeArray<TValueType> a, ref NativeArray<TValueType> b) where TValueType : unmanaged
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
if (a.Length != b.Length)
{
return false;
}
var aptr = (TValueType*)a.GetUnsafePtr();
var bptr = (TValueType*)b.GetUnsafePtr();
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType) * a.Length) == 0;
}
internal static bool EqualityEqualsObject<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class, IEquatable<TValueType>
{
if (a == null)
{
return b == null;
}
if (b == null)
{
return false;
}
return a.Equals(b);
}
internal static bool EqualityEquals<TValueType>(ref TValueType a, ref TValueType b) where TValueType : unmanaged, IEquatable<TValueType>
{
return a.Equals(b);
}
internal static bool EqualityEqualsList<TValueType>(ref List<TValueType> a, ref List<TValueType> b)
{
if (a == null != (b == null))
{
return false;
}
if (a == null)
{
return true;
}
if (a.Count != b.Count)
{
return false;
}
for (var i = 0; i < a.Count; ++i)
{
var aItem = a[i];
var bItem = b[i];
if (!NetworkVariableSerialization<TValueType>.AreEqual(ref aItem, ref bItem))
{
return false;
}
}
return true;
}
internal static bool EqualityEqualsHashSet<TValueType>(ref HashSet<TValueType> a, ref HashSet<TValueType> b) where TValueType : IEquatable<TValueType>
{
if (a == null != (b == null))
{
return false;
}
if (a == null)
{
return true;
}
if (a.Count != b.Count)
{
return false;
}
foreach (var item in a)
{
if (!b.Contains(item))
{
return false;
}
}
return true;
}
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
// Size is fixed
internal static unsafe bool EqualityEqualsArray<TValueType>(ref NativeArray<TValueType> a, ref NativeArray<TValueType> b) where TValueType : unmanaged, IEquatable<TValueType>
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
if (a.Length != b.Length)
{
return false;
}
var aptr = (TValueType*)a.GetUnsafePtr();
var bptr = (TValueType*)b.GetUnsafePtr();
for (var i = 0; i < a.Length; ++i)
{
if (!EqualityEquals(ref aptr[i], ref bptr[i]))
{
return false;
}
}
return true;
}
internal static bool ClassEquals<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class
{
return a == b;
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
// Size is fixed
internal static unsafe bool EqualityEqualsNativeList<TValueType>(ref NativeList<TValueType> a, ref NativeList<TValueType> b) where TValueType : unmanaged, IEquatable<TValueType>
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
if (a.Length != b.Length)
{
return false;
}
#if UTP_TRANSPORT_2_0_ABOVE
var aptr = a.GetUnsafePtr();
var bptr = b.GetUnsafePtr();
#else
var aptr = (TValueType*)a.GetUnsafePtr();
var bptr = (TValueType*)b.GetUnsafePtr();
#endif
for (var i = 0; i < a.Length; ++i)
{
if (!EqualityEquals(ref aptr[i], ref bptr[i]))
{
return false;
}
}
return true;
}
internal static bool EqualityEqualsNativeHashSet<TValueType>(ref NativeHashSet<TValueType> a, ref NativeHashSet<TValueType> b) where TValueType : unmanaged, IEquatable<TValueType>
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
#if UTP_TRANSPORT_2_0_ABOVE
if (a.Count != b.Count)
#else
if (a.Count() != b.Count())
#endif
{
return false;
}
foreach (var item in a)
{
if (!b.Contains(item))
{
return false;
}
}
return true;
}
#endif
}
}
/// <summary>
/// Support methods for equality of NetworkVariable collection types.
/// Because there are multiple overloads of WriteValue/ReadValue based on different generic constraints,
/// but there's no way to achieve the same thing with a class, this sets up various read/write schemes
/// based on which constraints are met by `T` using reflection, which is done at module load time.
/// </summary>
/// <typeparam name="TKey">The type the associated NetworkVariable dictionary collection key templated on</typeparam>
/// <typeparam name="TVal">The type the associated NetworkVariable dictionary collection value templated on</typeparam>
internal class NetworkVariableDictionarySerialization<TKey, TVal>
where TKey : IEquatable<TKey>
{
internal static bool GenericEqualsDictionary(ref Dictionary<TKey, TVal> a, ref Dictionary<TKey, TVal> b)
{
if (a == null != (b == null))
{
return false;
}
if (a == null)
{
return true;
}
if (a.Count != b.Count)
{
return false;
}
foreach (var item in a)
{
var hasKey = b.TryGetValue(item.Key, out var val);
if (!hasKey)
{
return false;
}
var bVal = item.Value;
if (!NetworkVariableSerialization<TVal>.AreEqual(ref bVal, ref val))
{
return false;
}
}
return true;
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
internal class NetworkVariableMapSerialization<TKey, TVal>
where TKey : unmanaged, IEquatable<TKey>
where TVal : unmanaged
{
internal static bool GenericEqualsNativeHashMap(ref NativeHashMap<TKey, TVal> a, ref NativeHashMap<TKey, TVal> b)
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
#if UTP_TRANSPORT_2_0_ABOVE
if (a.Count != b.Count)
#else
if (a.Count() != b.Count())
#endif
{
return false;
}
foreach (var item in a)
{
var hasKey = b.TryGetValue(item.Key, out var val);
if (!hasKey || !NetworkVariableSerialization<TVal>.AreEqual(ref item.Value, ref val))
{
return false;
}
}
return true;
}
}
#endif

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fileFormatVersion: 2
guid: 24b8352a975044509931bf684ccfdb82
timeCreated: 1718219366

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using System;
namespace Unity.Netcode
{
/// <summary>
/// Support methods for reading/writing NetworkVariables
/// Because there are multiple overloads of WriteValue/ReadValue based on different generic constraints,
/// but there's no way to achieve the same thing with a class, this sets up various read/write schemes
/// based on which constraints are met by `T` using reflection, which is done at module load time.
/// </summary>
/// <typeparam name="T">The type the associated NetworkVariable is templated on</typeparam>
[Serializable]
public static class NetworkVariableSerialization<T>
{
internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
internal static bool IsDistributedAuthority => NetworkManager.IsDistributedAuthority;
/// <summary>
/// A callback to check if two values are equal.
/// </summary>
public delegate bool EqualsDelegate(ref T a, ref T b);
/// <summary>
/// Uses the most efficient mechanism for a given type to determine if two values are equal.
/// For types that implement <see cref="IEquatable{T}"/>, it will call the Equals() method.
/// For unmanaged types, it will do a bytewise memory comparison.
/// For other types, it will call the == operator.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to check their equality yourself.
/// </summary>
public static EqualsDelegate AreEqual { get; internal set; }
/// <summary>
/// Serialize a value using the best-known serialization method for a generic value.
/// Will reliably serialize any value that is passed to it correctly with no boxing.
/// <br />
/// <br />
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferWriter directly.
/// <br />
/// <br />
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.WriteValue" /> is called, which, by default,
/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
/// </summary>
/// <param name="writer"></param>
/// <param name="value"></param>
public static void Write(FastBufferWriter writer, ref T value)
{
if (IsDistributedAuthority)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (!NetworkManager.DisableNotOptimizedSerializedType && !Serializer.IsDistributedAuthorityOptimized)
{
NetworkManager.LogSerializedTypeNotOptimized<T>();
}
#endif
Serializer.WriteDistributedAuthority(writer, ref value);
}
else
{
Serializer.Write(writer, ref value);
}
}
/// <summary>
/// Deserialize a value using the best-known serialization method for a generic value.
/// Will reliably deserialize any value that is passed to it correctly with no boxing.
/// For types whose deserialization can be determined by codegen (which is most types),
/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
/// in which case a new value is created; otherwise, it will be deserialized in-place.
/// <br />
/// <br />
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferReader directly.
/// <br />
/// <br />
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.ReadValue" /> is called, which, by default,
/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
/// </summary>
/// <param name="reader"></param>
/// <param name="value"></param>
public static void Read(FastBufferReader reader, ref T value)
{
if (IsDistributedAuthority)
{
Serializer.ReadDistributedAuthority(reader, ref value);
}
else
{
Serializer.Read(reader, ref value);
}
}
/// <summary>
/// Serialize a value using the best-known serialization method for a generic value.
/// Will reliably serialize any value that is passed to it correctly with no boxing.
/// <br />
/// <br />
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferWriter directly.
/// <br />
/// <br />
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.WriteValue" /> is called, which, by default,
/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
/// </summary>
/// <param name="writer"></param>
/// <param name="value"></param>
public static void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue)
{
if (IsDistributedAuthority)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (!NetworkManager.DisableNotOptimizedSerializedType && !Serializer.IsDistributedAuthorityOptimized)
{
NetworkManager.LogSerializedTypeNotOptimized<T>();
}
#endif
Serializer.WriteDeltaDistributedAuthority(writer, ref value, ref previousValue);
}
else
{
Serializer.WriteDelta(writer, ref value, ref previousValue);
}
}
/// <summary>
/// Deserialize a value using the best-known serialization method for a generic value.
/// Will reliably deserialize any value that is passed to it correctly with no boxing.
/// For types whose deserialization can be determined by codegen (which is most types),
/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
/// in which case a new value is created; otherwise, it will be deserialized in-place.
/// <br />
/// <br />
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferReader directly.
/// <br />
/// <br />
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.ReadValue" /> is called, which, by default,
/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
/// </summary>
/// <param name="reader"></param>
/// <param name="value"></param>
public static void ReadDelta(FastBufferReader reader, ref T value)
{
if (IsDistributedAuthority)
{
Serializer.ReadDeltaDistributedAuthority(reader, ref value);
}
else
{
Serializer.ReadDelta(reader, ref value);
}
}
/// <summary>
/// Duplicates a value using the most efficient means of creating a complete copy.
/// For most types this is a simple assignment or memcpy.
/// For managed types, this is will serialize and then deserialize the value to ensure
/// a correct copy.
/// <br />
/// <br />
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute" /> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to duplicate it directly.
/// <br />
/// <br />
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}" />.<see cref="UserNetworkVariableSerialization{T}.DuplicateValue" /> is called, which, by default,
/// will throw an exception, unless you have assigned a user duplication callback to it at runtime.
/// </summary>
/// <param name="value"></param>
/// <param name="duplicatedValue"></param>
public static void Duplicate(in T value, ref T duplicatedValue)
{
Serializer.Duplicate(value, ref duplicatedValue);
}
}
}

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fileFormatVersion: 2
guid: 7a943170e35746e8913dd494d79bb63d
timeCreated: 1718215899

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using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// This class contains initialization functions for various different types used in NetworkVariables.
/// Generally speaking, these methods are called by a module initializer created by codegen (NetworkBehaviourILPP)
/// and do not need to be called manually.
///
/// There are two types of initializers: Serializers and EqualityCheckers. Every type must have an EqualityChecker
/// registered to it in order to be used in NetworkVariable; however, not all types need a Serializer. Types without
/// a serializer registered will fall back to using the delegates in <see cref="UserNetworkVariableSerialization{T}"/>.
/// If no such delegate has been registered, a type without a serializer will throw an exception on the first attempt
/// to serialize or deserialize it. (Again, however, codegen handles this automatically and this registration doesn't
/// typically need to be performed manually.)
/// </summary>
public static class NetworkVariableSerializationTypedInitializers
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
#if UNITY_EDITOR
[InitializeOnLoadMethod]
#endif
internal static void InitializeIntegerSerialization()
{
NetworkVariableSerialization<short>.Serializer = new ShortSerializer();
NetworkVariableSerialization<short>.AreEqual = NetworkVariableEquality<short>.ValueEquals;
NetworkVariableSerialization<ushort>.Serializer = new UshortSerializer();
NetworkVariableSerialization<ushort>.AreEqual = NetworkVariableEquality<ushort>.ValueEquals;
NetworkVariableSerialization<int>.Serializer = new IntSerializer();
NetworkVariableSerialization<int>.AreEqual = NetworkVariableEquality<int>.ValueEquals;
NetworkVariableSerialization<uint>.Serializer = new UintSerializer();
NetworkVariableSerialization<uint>.AreEqual = NetworkVariableEquality<uint>.ValueEquals;
NetworkVariableSerialization<long>.Serializer = new LongSerializer();
NetworkVariableSerialization<long>.AreEqual = NetworkVariableEquality<long>.ValueEquals;
NetworkVariableSerialization<ulong>.Serializer = new UlongSerializer();
NetworkVariableSerialization<ulong>.AreEqual = NetworkVariableEquality<ulong>.ValueEquals;
}
/// <summary>
/// Registeres an unmanaged type that will be serialized by a direct memcpy into a buffer
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedByMemcpy<T>() where T : unmanaged
{
NetworkVariableSerialization<T>.Serializer = new UnmanagedTypeSerializer<T>();
}
/// <summary>
/// Registeres an unmanaged type that will be serialized by a direct memcpy into a buffer
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedByMemcpyArray<T>() where T : unmanaged
{
NetworkVariableSerialization<NativeArray<T>>.Serializer = new UnmanagedArraySerializer<T>();
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registeres an unmanaged type that will be serialized by a direct memcpy into a buffer
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedByMemcpyList<T>() where T : unmanaged
{
NetworkVariableSerialization<NativeList<T>>.Serializer = new UnmanagedListSerializer<T>();
}
/// <summary>
/// Registeres a native hash set (this generic implementation works with all types)
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_NativeHashSet<T>() where T : unmanaged, IEquatable<T>
{
NetworkVariableSerialization<NativeHashSet<T>>.Serializer = new NativeHashSetSerializer<T>();
}
/// <summary>
/// Registeres a native hash set (this generic implementation works with all types)
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_NativeHashMap<TKey, TVal>()
where TKey : unmanaged, IEquatable<TKey>
where TVal : unmanaged
{
NetworkVariableSerialization<NativeHashMap<TKey, TVal>>.Serializer = new NativeHashMapSerializer<TKey, TVal>();
}
#endif
/// <summary>
/// Registeres a native hash set (this generic implementation works with all types)
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_List<T>()
{
NetworkVariableSerialization<List<T>>.Serializer = new ListSerializer<T>();
}
/// <summary>
/// Registeres a native hash set (this generic implementation works with all types)
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_HashSet<T>() where T : IEquatable<T>
{
NetworkVariableSerialization<HashSet<T>>.Serializer = new HashSetSerializer<T>();
}
/// <summary>
/// Registeres a native hash set (this generic implementation works with all types)
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_Dictionary<TKey, TVal>() where TKey : IEquatable<TKey>
{
NetworkVariableSerialization<Dictionary<TKey, TVal>>.Serializer = new DictionarySerializer<TKey, TVal>();
}
/// <summary>
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedINetworkSerializable<T>() where T : unmanaged, INetworkSerializable
{
NetworkVariableSerialization<T>.Serializer = new UnmanagedNetworkSerializableSerializer<T>();
}
/// <summary>
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedINetworkSerializableArray<T>() where T : unmanaged, INetworkSerializable
{
NetworkVariableSerialization<NativeArray<T>>.Serializer = new UnmanagedNetworkSerializableArraySerializer<T>();
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedINetworkSerializableList<T>() where T : unmanaged, INetworkSerializable
{
NetworkVariableSerialization<NativeList<T>>.Serializer = new UnmanagedNetworkSerializableListSerializer<T>();
}
#endif
/// <summary>
/// Registers a managed type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_ManagedINetworkSerializable<T>() where T : class, INetworkSerializable, new()
{
NetworkVariableSerialization<T>.Serializer = new ManagedNetworkSerializableSerializer<T>();
}
/// <summary>
/// Registers a FixedString type that will be serialized through FastBufferReader/FastBufferWriter's FixedString
/// serializers
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_FixedString<T>() where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
NetworkVariableSerialization<T>.Serializer = new FixedStringSerializer<T>();
}
/// <summary>
/// Registers a FixedString type that will be serialized through FastBufferReader/FastBufferWriter's FixedString
/// serializers
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_FixedStringArray<T>() where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
NetworkVariableSerialization<NativeArray<T>>.Serializer = new FixedStringArraySerializer<T>();
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registers a FixedString type that will be serialized through FastBufferReader/FastBufferWriter's FixedString
/// serializers
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_FixedStringList<T>() where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
NetworkVariableSerialization<NativeList<T>>.Serializer = new FixedStringListSerializer<T>();
}
#endif
/// <summary>
/// Registers a managed type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_ManagedIEquatable<T>() where T : class, IEquatable<T>
{
NetworkVariableSerialization<T>.AreEqual = NetworkVariableEquality<T>.EqualityEqualsObject;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedIEquatable<T>() where T : unmanaged, IEquatable<T>
{
NetworkVariableSerialization<T>.AreEqual = NetworkVariableEquality<T>.EqualityEquals;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedIEquatableArray<T>() where T : unmanaged, IEquatable<T>
{
NetworkVariableSerialization<NativeArray<T>>.AreEqual = NetworkVariableEquality<T>.EqualityEqualsArray;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_List<T>()
{
NetworkVariableSerialization<List<T>>.AreEqual = NetworkVariableEquality<T>.EqualityEqualsList;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_HashSet<T>() where T : IEquatable<T>
{
NetworkVariableSerialization<HashSet<T>>.AreEqual = NetworkVariableEquality<T>.EqualityEqualsHashSet;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_Dictionary<TKey, TVal>()
where TKey : IEquatable<TKey>
{
NetworkVariableSerialization<Dictionary<TKey, TVal>>.AreEqual = NetworkVariableDictionarySerialization<TKey, TVal>.GenericEqualsDictionary;
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedIEquatableList<T>() where T : unmanaged, IEquatable<T>
{
NetworkVariableSerialization<NativeList<T>>.AreEqual = NetworkVariableEquality<T>.EqualityEqualsNativeList;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_NativeHashSet<T>() where T : unmanaged, IEquatable<T>
{
NetworkVariableSerialization<NativeHashSet<T>>.AreEqual = NetworkVariableEquality<T>.EqualityEqualsNativeHashSet;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_NativeHashMap<TKey, TVal>()
where TKey : unmanaged, IEquatable<TKey>
where TVal : unmanaged
{
NetworkVariableSerialization<NativeHashMap<TKey, TVal>>.AreEqual = NetworkVariableMapSerialization<TKey, TVal>.GenericEqualsNativeHashMap;
}
#endif
/// <summary>
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
/// equal if they are bitwise equivalent in memory
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedValueEquals<T>() where T : unmanaged
{
NetworkVariableSerialization<T>.AreEqual = NetworkVariableEquality<T>.ValueEquals;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
/// equal if they are bitwise equivalent in memory
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedValueEqualsArray<T>() where T : unmanaged
{
NetworkVariableSerialization<NativeArray<T>>.AreEqual = NetworkVariableEquality<T>.ValueEqualsArray;
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
/// equal if they are bitwise equivalent in memory
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedValueEqualsList<T>() where T : unmanaged
{
NetworkVariableSerialization<NativeList<T>>.AreEqual = NetworkVariableEquality<T>.ValueEqualsList;
}
#endif
/// <summary>
/// Registers a managed type that will be checked for equality using the == operator
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_ManagedClassEquals<T>() where T : class
{
NetworkVariableSerialization<T>.AreEqual = NetworkVariableEquality<T>.ClassEquals;
}
}
}

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fileFormatVersion: 2
guid: 65bdb3e11a9a412ab5e936a9c96a3da0
timeCreated: 1718216842

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