Compare commits
4 Commits
2.0.0-pre.
...
2.1.1
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
016788c21e | ||
|
|
48c6a6121c | ||
|
|
eab996f3ac | ||
|
|
a813ba0dd6 |
111
CHANGELOG.md
111
CHANGELOG.md
@@ -6,6 +6,117 @@ 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).
|
||||
|
||||
## [2.1.1] - 2024-10-18
|
||||
|
||||
### Added
|
||||
|
||||
- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
|
||||
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
|
||||
- `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
|
||||
- `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
|
||||
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
|
||||
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
|
||||
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
|
||||
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
|
||||
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
|
||||
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
|
||||
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
|
||||
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
|
||||
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
|
||||
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
|
||||
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
|
||||
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)
|
||||
|
||||
### Changed
|
||||
|
||||
- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
|
||||
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
|
||||
|
||||
## [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
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -132,7 +132,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
|
||||
// Process the imported and deleted assets
|
||||
var markDirty = ProcessImportedAssets(importedAssets);
|
||||
markDirty &= ProcessDeletedAssets(deletedAssets);
|
||||
markDirty |= ProcessDeletedAssets(deletedAssets);
|
||||
|
||||
if (markDirty)
|
||||
{
|
||||
|
||||
62
Editor/NetcodeEditorBase.cs
Normal file
62
Editor/NetcodeEditorBase.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Editor/NetcodeEditorBase.cs.meta
Normal file
2
Editor/NetcodeEditorBase.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ce97256a2d80f94bb340e13c71a24b8
|
||||
@@ -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))
|
||||
|
||||
@@ -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;
|
||||
@@ -31,6 +31,7 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_NetworkTransportProperty;
|
||||
private SerializedProperty m_TickRateProperty;
|
||||
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
private SerializedProperty m_AutoSpawnPlayerPrefabClientSide;
|
||||
private SerializedProperty m_NetworkTopologyProperty;
|
||||
#endif
|
||||
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
|
||||
@@ -104,6 +105,11 @@ namespace Unity.Netcode.Editor
|
||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
|
||||
// Only display the auto spawn property when the distributed authority network topology is selected
|
||||
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
|
||||
{
|
||||
m_AutoSpawnPlayerPrefabClientSide = m_NetworkConfigProperty.FindPropertyRelative("AutoSpawnPlayerPrefabClientSide");
|
||||
}
|
||||
#endif
|
||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||
@@ -120,8 +126,6 @@ namespace Unity.Netcode.Editor
|
||||
#if MULTIPLAYER_TOOLS
|
||||
m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
|
||||
#endif
|
||||
|
||||
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
@@ -144,6 +148,11 @@ namespace Unity.Netcode.Editor
|
||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
|
||||
// Only display the auto spawn property when the distributed authority network topology is selected
|
||||
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
|
||||
{
|
||||
m_AutoSpawnPlayerPrefabClientSide = m_NetworkConfigProperty.FindPropertyRelative("AutoSpawnPlayerPrefabClientSide");
|
||||
}
|
||||
#endif
|
||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||
@@ -168,23 +177,16 @@ namespace Unity.Netcode.Editor
|
||||
.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.Space();
|
||||
|
||||
EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
|
||||
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
|
||||
@@ -230,8 +232,17 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
|
||||
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
// Only display the auto spawn property when the distributed authority network topology is selected
|
||||
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_AutoSpawnPlayerPrefabClientSide, new GUIContent("Auto Spawn Player Prefab"));
|
||||
}
|
||||
#endif
|
||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
|
||||
|
||||
|
||||
|
||||
if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
||||
{
|
||||
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
|
||||
@@ -298,49 +309,51 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
|
||||
private void DisplayCallToActionButtons()
|
||||
{
|
||||
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
|
||||
{
|
||||
string buttonDisabledReasonSuffix = "";
|
||||
|
||||
// Start buttons below
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
string buttonDisabledReasonSuffix = "";
|
||||
buttonDisabledReasonSuffix = ". This can only be done in play mode";
|
||||
GUI.enabled = false;
|
||||
}
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
|
||||
{
|
||||
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
buttonDisabledReasonSuffix = ". This can only be done in play mode";
|
||||
GUI.enabled = false;
|
||||
m_NetworkManager.StartHost();
|
||||
}
|
||||
|
||||
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
|
||||
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartHost();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartServer();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
m_NetworkManager.StartServer();
|
||||
}
|
||||
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
GUI.enabled = true;
|
||||
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
|
||||
{
|
||||
@@ -368,6 +381,21 @@ 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.";
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
42
Editor/NetworkRigidbodyBaseEditor.cs
Normal file
42
Editor/NetworkRigidbodyBaseEditor.cs
Normal 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
|
||||
2
Editor/NetworkRigidbodyBaseEditor.cs.meta
Normal file
2
Editor/NetworkRigidbodyBaseEditor.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 06561c57f81a6354f8bb16076f1de3a9
|
||||
@@ -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;
|
||||
@@ -39,8 +42,10 @@ namespace Unity.Netcode.Editor
|
||||
private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
|
||||
|
||||
/// <inheritdoc/>
|
||||
public virtual 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));
|
||||
@@ -61,10 +66,10 @@ namespace Unity.Netcode.Editor
|
||||
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()
|
||||
{
|
||||
var networkTransform = target as NetworkTransform;
|
||||
EditorGUILayout.LabelField("Axis to Synchronize", EditorStyles.boldLabel);
|
||||
@@ -141,9 +146,15 @@ 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)
|
||||
{
|
||||
@@ -163,8 +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);
|
||||
@@ -172,14 +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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -239,19 +239,13 @@ namespace Unity.Netcode.Components
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
public override void OnUpdate()
|
||||
private void ProcessSmoothing()
|
||||
{
|
||||
// If not spawned or this instance has authority, exit early
|
||||
if (!IsSpawned)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Do not call the base class implementation...
|
||||
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
|
||||
// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
|
||||
// and we will want all reanticipation done before anything else wants to reference the transform in
|
||||
// OnUpdate()
|
||||
//base.Update();
|
||||
|
||||
if (m_CurrentSmoothTime < m_SmoothDuration)
|
||||
{
|
||||
@@ -262,7 +256,7 @@ namespace Unity.Netcode.Components
|
||||
m_AnticipatedTransform = new TransformState
|
||||
{
|
||||
Position = Vector3.Lerp(m_SmoothFrom.Position, m_SmoothTo.Position, pct),
|
||||
Rotation = Quaternion.Slerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, 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;
|
||||
@@ -275,6 +269,32 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
@@ -347,20 +367,61 @@ namespace Unity.Netcode.Components
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
|
||||
/// <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()
|
||||
{
|
||||
base.OnSynchronize(ref serializer);
|
||||
if (!CanCommitToTransform)
|
||||
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();
|
||||
|
||||
@@ -8,7 +8,7 @@ namespace Unity.Netcode.Components
|
||||
/// Half float precision <see cref="Vector3"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
|
||||
@@ -8,7 +8,7 @@ namespace Unity.Netcode.Components
|
||||
/// Half Precision <see cref="Vector4"/> that can also be used to convert a <see cref="Quaternion"/> to half precision.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
|
||||
@@ -5,14 +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>
|
||||
@@ -351,6 +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>
|
||||
@@ -388,5 +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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -498,9 +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
|
||||
@@ -580,7 +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
|
||||
@@ -851,7 +855,12 @@ namespace Unity.Netcode.Components
|
||||
stateChangeDetected = true;
|
||||
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||
}
|
||||
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
|
||||
// If we are not transitioned into the "any state" and the animator transition isn't a full path hash (layer to layer) and our pre-built destination state to transition does not contain the
|
||||
// current layer (i.e. transitioning into a state from another layer) =or= we do contain the layer and the layer contains state to transition to is contained within our pre-built destination
|
||||
// state then we can handle this transition as a non-cross fade state transition between layers.
|
||||
// Otherwise, if we don't enter into this then this is a "trigger transition to some state that is now being transitioned back to the Idle state via trigger" or "Dual Triggers" IDLE<-->State.
|
||||
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer] && (!m_DestinationStateToTransitioninfo.ContainsKey(layer) ||
|
||||
(m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))))
|
||||
{
|
||||
// first time in this transition for this layer
|
||||
m_TransitionHash[layer] = tt.fullPathHash;
|
||||
@@ -860,6 +869,10 @@ namespace Unity.Netcode.Components
|
||||
animState.CrossFade = false;
|
||||
animState.Transition = true;
|
||||
animState.NormalizedTime = tt.normalizedTime;
|
||||
if (m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))
|
||||
{
|
||||
animState.DestinationStateHash = nt.fullPathHash;
|
||||
}
|
||||
stateChangeDetected = true;
|
||||
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||
}
|
||||
@@ -939,8 +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);
|
||||
}
|
||||
@@ -1251,9 +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);
|
||||
}
|
||||
@@ -1308,9 +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);
|
||||
}
|
||||
@@ -1377,9 +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);
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -14,6 +14,12 @@ namespace Unity.Netcode.Components
|
||||
/// </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.
|
||||
@@ -42,8 +48,10 @@ namespace Unity.Netcode.Components
|
||||
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;
|
||||
|
||||
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;
|
||||
@@ -87,18 +95,18 @@ namespace Unity.Netcode.Components
|
||||
return;
|
||||
}
|
||||
RigidbodyType = rigidbodyType;
|
||||
m_Rigidbody2D = rigidbody2D;
|
||||
m_Rigidbody = rigidbody;
|
||||
m_InternalRigidbody2D = rigidbody2D;
|
||||
m_InternalRigidbody = rigidbody;
|
||||
NetworkTransform = networkTransform;
|
||||
|
||||
if (m_IsRigidbody2D && m_Rigidbody2D == null)
|
||||
if (m_IsRigidbody2D && m_InternalRigidbody2D == null)
|
||||
{
|
||||
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
m_InternalRigidbody2D = GetComponent<Rigidbody2D>();
|
||||
|
||||
}
|
||||
else if (m_Rigidbody == null)
|
||||
else if (m_InternalRigidbody == null)
|
||||
{
|
||||
m_Rigidbody = GetComponent<Rigidbody>();
|
||||
m_InternalRigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
SetOriginalInterpolation();
|
||||
@@ -177,11 +185,15 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.velocity = linearVelocity;
|
||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
||||
m_InternalRigidbody2D.linearVelocity = linearVelocity;
|
||||
#else
|
||||
m_InternalRigidbody2D.velocity = linearVelocity;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.linearVelocity = linearVelocity;
|
||||
m_InternalRigidbody.linearVelocity = linearVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -197,11 +209,15 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.velocity;
|
||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
||||
return m_InternalRigidbody2D.linearVelocity;
|
||||
#else
|
||||
return m_InternalRigidbody2D.velocity;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.linearVelocity;
|
||||
return m_InternalRigidbody.linearVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -218,11 +234,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.angularVelocity = angularVelocity.z;
|
||||
m_InternalRigidbody2D.angularVelocity = angularVelocity.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.angularVelocity = angularVelocity;
|
||||
m_InternalRigidbody.angularVelocity = angularVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -238,11 +254,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return Vector3.forward * m_Rigidbody2D.velocity;
|
||||
return Vector3.forward * m_InternalRigidbody2D.angularVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.angularVelocity;
|
||||
return m_InternalRigidbody.angularVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -255,11 +271,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.position;
|
||||
return m_InternalRigidbody2D.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.position;
|
||||
return m_InternalRigidbody.position;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -274,13 +290,13 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
var quaternion = Quaternion.identity;
|
||||
var angles = quaternion.eulerAngles;
|
||||
angles.z = m_Rigidbody2D.rotation;
|
||||
angles.z = m_InternalRigidbody2D.rotation;
|
||||
quaternion.eulerAngles = angles;
|
||||
return quaternion;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.rotation;
|
||||
return m_InternalRigidbody.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -293,11 +309,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.MovePosition(position);
|
||||
m_InternalRigidbody2D.MovePosition(position);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.MovePosition(position);
|
||||
m_InternalRigidbody.MovePosition(position);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -310,11 +326,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = position;
|
||||
m_InternalRigidbody2D.position = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = position;
|
||||
m_InternalRigidbody.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -326,13 +342,13 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = transform.position;
|
||||
m_Rigidbody2D.rotation = transform.eulerAngles.z;
|
||||
m_InternalRigidbody2D.position = transform.position;
|
||||
m_InternalRigidbody2D.rotation = transform.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = transform.position;
|
||||
m_Rigidbody.rotation = transform.rotation;
|
||||
m_InternalRigidbody.position = transform.position;
|
||||
m_InternalRigidbody.rotation = transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -350,9 +366,9 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
var quaternion = Quaternion.identity;
|
||||
var angles = quaternion.eulerAngles;
|
||||
angles.z = m_Rigidbody2D.rotation;
|
||||
angles.z = m_InternalRigidbody2D.rotation;
|
||||
quaternion.eulerAngles = angles;
|
||||
m_Rigidbody2D.MoveRotation(quaternion);
|
||||
m_InternalRigidbody2D.MoveRotation(quaternion);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -367,7 +383,7 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
rotation.Normalize();
|
||||
}
|
||||
m_Rigidbody.MoveRotation(rotation);
|
||||
m_InternalRigidbody.MoveRotation(rotation);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -380,11 +396,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.rotation = rotation.eulerAngles.z;
|
||||
m_InternalRigidbody2D.rotation = rotation.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.rotation = rotation;
|
||||
m_InternalRigidbody.rotation = rotation;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -396,7 +412,7 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
switch (m_Rigidbody2D.interpolation)
|
||||
switch (m_InternalRigidbody2D.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation2D.None:
|
||||
{
|
||||
@@ -417,7 +433,7 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (m_Rigidbody.interpolation)
|
||||
switch (m_InternalRigidbody.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation.None:
|
||||
{
|
||||
@@ -446,16 +462,16 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
if (m_Rigidbody2D.IsSleeping())
|
||||
if (m_InternalRigidbody2D.IsSleeping())
|
||||
{
|
||||
m_Rigidbody2D.WakeUp();
|
||||
m_InternalRigidbody2D.WakeUp();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_Rigidbody.IsSleeping())
|
||||
if (m_InternalRigidbody.IsSleeping())
|
||||
{
|
||||
m_Rigidbody.WakeUp();
|
||||
m_InternalRigidbody.WakeUp();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -468,11 +484,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.Sleep();
|
||||
m_InternalRigidbody2D.Sleep();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.Sleep();
|
||||
m_InternalRigidbody.Sleep();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -481,11 +497,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.isKinematic;
|
||||
return m_InternalRigidbody2D.bodyType == RigidbodyType2D.Kinematic;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.isKinematic;
|
||||
return m_InternalRigidbody.isKinematic;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -510,11 +526,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.isKinematic = isKinematic;
|
||||
m_InternalRigidbody2D.bodyType = isKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.isKinematic = isKinematic;
|
||||
m_InternalRigidbody.isKinematic = isKinematic;
|
||||
}
|
||||
|
||||
// If we are not spawned, then exit early
|
||||
@@ -531,7 +547,7 @@ namespace Unity.Netcode.Components
|
||||
if (IsKinematic())
|
||||
{
|
||||
// If not already set to interpolate then set the Rigidbody to interpolate
|
||||
if (m_Rigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
|
||||
if (m_InternalRigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
|
||||
{
|
||||
// Sleep until the next fixed update when switching from extrapolation to interpolation
|
||||
SleepRigidbody();
|
||||
@@ -560,11 +576,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.None;
|
||||
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.None;
|
||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.None;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -572,11 +588,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -584,11 +600,11 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
|
||||
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -703,24 +719,28 @@ namespace Unity.Netcode.Components
|
||||
private void ApplyFixedJoint2D(NetworkRigidbodyBase bodyToConnect, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||
{
|
||||
transform.position = position;
|
||||
m_Rigidbody2D.position = position;
|
||||
m_OriginalGravitySetting = bodyToConnect.m_Rigidbody.useGravity;
|
||||
m_InternalRigidbody2D.position = position;
|
||||
m_OriginalGravitySetting = bodyToConnect.m_InternalRigidbody.useGravity;
|
||||
m_FixedJoint2DUsingGravity = useGravity;
|
||||
|
||||
if (!useGravity)
|
||||
{
|
||||
m_OriginalGravityScale = m_Rigidbody2D.gravityScale;
|
||||
m_Rigidbody2D.gravityScale = 0.0f;
|
||||
m_OriginalGravityScale = m_InternalRigidbody2D.gravityScale;
|
||||
m_InternalRigidbody2D.gravityScale = 0.0f;
|
||||
}
|
||||
|
||||
if (zeroVelocity)
|
||||
{
|
||||
m_Rigidbody2D.velocity = Vector2.zero;
|
||||
m_Rigidbody2D.angularVelocity = 0.0f;
|
||||
#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_Rigidbody2D;
|
||||
FixedJoint2D.connectedBody = bodyToConnect.m_InternalRigidbody2D;
|
||||
OnFixedJoint2DCreated();
|
||||
}
|
||||
|
||||
@@ -728,16 +748,16 @@ namespace Unity.Netcode.Components
|
||||
private void ApplyFixedJoint(NetworkRigidbodyBase bodyToConnectTo, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||
{
|
||||
transform.position = position;
|
||||
m_Rigidbody.position = position;
|
||||
m_InternalRigidbody.position = position;
|
||||
if (zeroVelocity)
|
||||
{
|
||||
m_Rigidbody.linearVelocity = Vector3.zero;
|
||||
m_Rigidbody.angularVelocity = Vector3.zero;
|
||||
m_InternalRigidbody.linearVelocity = Vector3.zero;
|
||||
m_InternalRigidbody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
m_OriginalGravitySetting = m_Rigidbody.useGravity;
|
||||
m_Rigidbody.useGravity = useGravity;
|
||||
m_OriginalGravitySetting = m_InternalRigidbody.useGravity;
|
||||
m_InternalRigidbody.useGravity = useGravity;
|
||||
FixedJoint = gameObject.AddComponent<FixedJoint>();
|
||||
FixedJoint.connectedBody = bodyToConnectTo.m_Rigidbody;
|
||||
FixedJoint.connectedBody = bodyToConnectTo.m_InternalRigidbody;
|
||||
FixedJoint.connectedMassScale = connectedMassScale;
|
||||
FixedJoint.massScale = massScale;
|
||||
OnFixedJointCreated();
|
||||
@@ -849,7 +869,7 @@ namespace Unity.Netcode.Components
|
||||
if (FixedJoint != null)
|
||||
{
|
||||
FixedJoint.connectedBody = null;
|
||||
m_Rigidbody.useGravity = m_OriginalGravitySetting;
|
||||
m_InternalRigidbody.useGravity = m_OriginalGravitySetting;
|
||||
Destroy(FixedJoint);
|
||||
FixedJoint = null;
|
||||
ResetInterpolation();
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -6,13 +6,70 @@ using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Information a <see cref="Rigidbody"/> returns to <see cref="RigidbodyContactEventManager"/> via <see cref="IContactEventHandlerWithInfo.GetContactEventHandlerInfo"/> <br />
|
||||
/// if the <see cref="Rigidbody"/> registers itself with <see cref="IContactEventHandlerWithInfo"/> as opposed to <see cref="IContactEventHandler"/>.
|
||||
/// </summary>
|
||||
public struct ContactEventHandlerInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// When set to true, the <see cref="RigidbodyContactEventManager"/> will include non-Rigidbody based contact events.<br />
|
||||
/// When the <see cref="RigidbodyContactEventManager"/> invokes the <see cref="IContactEventHandler.ContactEvent"/> it will return null in place <br />
|
||||
/// of the collidingBody parameter if the contact event occurred with a collider that is not registered with the <see cref="RigidbodyContactEventManager"/>.
|
||||
/// </summary>
|
||||
public bool ProvideNonRigidBodyContactEvents;
|
||||
/// <summary>
|
||||
/// When set to true, the <see cref="RigidbodyContactEventManager"/> will prioritize invoking <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> <br /></br>
|
||||
/// if it is the 2nd colliding body in the contact pair being processed. With distributed authority, setting this value to true when a <see cref="NetworkObject"/> is owned by the local client <br />
|
||||
/// will assure <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> is only invoked on the authoritative side.
|
||||
/// </summary>
|
||||
public bool HasContactEventPriority;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Default implementation required to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Recommended to implement this method on a <see cref="NetworkBehaviour"/> component
|
||||
/// </remarks>
|
||||
public interface IContactEventHandler
|
||||
{
|
||||
/// <summary>
|
||||
/// Should return a <see cref="Rigidbody"/>.
|
||||
/// </summary>
|
||||
Rigidbody GetRigidbody();
|
||||
|
||||
/// <summary>
|
||||
/// Invoked by the <see cref="RigidbodyContactEventManager"/> instance.
|
||||
/// </summary>
|
||||
/// <param name="eventId">A unique contact event identifier.</param>
|
||||
/// <param name="averagedCollisionNormal">The average normal of the collision between two colliders.</param>
|
||||
/// <param name="collidingBody">If not null, this will be a registered <see cref="Rigidbody"/> that was part of the collision contact event.</param>
|
||||
/// <param name="contactPoint">The world space location of the contact event.</param>
|
||||
/// <param name="hasCollisionStay">Will be set if this is a collision stay contact event (i.e. it is not the first contact event and continually has contact)</param>
|
||||
/// <param name="averagedCollisionStayNormal">The average normal of the collision stay contact over time.</param>
|
||||
void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is an extended version of <see cref="IContactEventHandler"/> and can be used to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance. <br />
|
||||
/// This provides additional <see cref="ContactEventHandlerInfo"/> information to the <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing.
|
||||
/// </summary>
|
||||
public interface IContactEventHandlerWithInfo : IContactEventHandler
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked by <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing (prior to processing).
|
||||
/// </summary>
|
||||
/// <returns><see cref="ContactEventHandlerInfo"/></returns>
|
||||
ContactEventHandlerInfo GetContactEventHandlerInfo();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add this component to an in-scene placed GameObject to provide faster collision event processing between <see cref="Rigidbody"/> instances and optionally static colliders.
|
||||
/// <see cref="IContactEventHandler"/> <br />
|
||||
/// <see cref="IContactEventHandlerWithInfo"/> <br />
|
||||
/// <see cref="ContactEventHandlerInfo"/> <br />
|
||||
/// </summary>
|
||||
[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
|
||||
public class RigidbodyContactEventManager : MonoBehaviour
|
||||
{
|
||||
@@ -34,6 +91,7 @@ namespace Unity.Netcode.Components
|
||||
|
||||
private readonly Dictionary<int, Rigidbody> m_RigidbodyMapping = new Dictionary<int, Rigidbody>();
|
||||
private readonly Dictionary<int, IContactEventHandler> m_HandlerMapping = new Dictionary<int, IContactEventHandler>();
|
||||
private readonly Dictionary<int, ContactEventHandlerInfo> m_HandlerInfo = new Dictionary<int, ContactEventHandlerInfo>();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
@@ -49,6 +107,15 @@ namespace Unity.Netcode.Components
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Any <see cref="IContactEventHandler"/> implementation can register a <see cref="Rigidbody"/> to be handled by this <see cref="RigidbodyContactEventManager"/> instance.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// You should enable <see cref="Collider.providesContacts"/> for each <see cref="Collider"/> associated with the <see cref="Rigidbody"/> being registered.<br/>
|
||||
/// You can enable this during run time or within the editor's inspector view.
|
||||
/// </remarks>
|
||||
/// <param name="contactEventHandler"><see cref="IContactEventHandler"/> or <see cref="IContactEventHandlerWithInfo"/></param>
|
||||
/// <param name="register">true to register and false to remove from being registered</param>
|
||||
public void RegisterHandler(IContactEventHandler contactEventHandler, bool register = true)
|
||||
{
|
||||
var rigidbody = contactEventHandler.GetRigidbody();
|
||||
@@ -64,6 +131,22 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
m_HandlerMapping.Add(instanceId, contactEventHandler);
|
||||
}
|
||||
|
||||
if (!m_HandlerInfo.ContainsKey(instanceId))
|
||||
{
|
||||
var handlerInfo = new ContactEventHandlerInfo()
|
||||
{
|
||||
HasContactEventPriority = true,
|
||||
ProvideNonRigidBodyContactEvents = false,
|
||||
};
|
||||
var handlerWithInfo = contactEventHandler as IContactEventHandlerWithInfo;
|
||||
|
||||
if (handlerWithInfo != null)
|
||||
{
|
||||
handlerInfo = handlerWithInfo.GetContactEventHandlerInfo();
|
||||
}
|
||||
m_HandlerInfo.Add(instanceId, handlerInfo);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -88,25 +171,98 @@ namespace Unity.Netcode.Components
|
||||
|
||||
private void ProcessCollisions()
|
||||
{
|
||||
foreach (var contactEventHandler in m_HandlerMapping)
|
||||
{
|
||||
var handlerWithInfo = contactEventHandler.Value as IContactEventHandlerWithInfo;
|
||||
|
||||
if (handlerWithInfo != null)
|
||||
{
|
||||
m_HandlerInfo[contactEventHandler.Key] = handlerWithInfo.GetContactEventHandlerInfo();
|
||||
}
|
||||
else
|
||||
{
|
||||
var info = m_HandlerInfo[contactEventHandler.Key];
|
||||
info.HasContactEventPriority = !m_RigidbodyMapping[contactEventHandler.Key].isKinematic;
|
||||
m_HandlerInfo[contactEventHandler.Key] = info;
|
||||
}
|
||||
}
|
||||
|
||||
ContactEventHandlerInfo contactEventHandlerInfo0;
|
||||
ContactEventHandlerInfo contactEventHandlerInfo1;
|
||||
|
||||
// Process all collisions
|
||||
for (int i = 0; i < m_Count; i++)
|
||||
{
|
||||
var thisInstanceID = m_ResultsArray[i].ThisInstanceID;
|
||||
var otherInstanceID = m_ResultsArray[i].OtherInstanceID;
|
||||
var rb0Valid = thisInstanceID != 0 && m_RigidbodyMapping.ContainsKey(thisInstanceID);
|
||||
var rb1Valid = otherInstanceID != 0 && m_RigidbodyMapping.ContainsKey(otherInstanceID);
|
||||
// Only notify registered rigid bodies.
|
||||
if (!rb0Valid || !rb1Valid || !m_HandlerMapping.ContainsKey(thisInstanceID))
|
||||
var contactHandler0 = (IContactEventHandler)null;
|
||||
var contactHandler1 = (IContactEventHandler)null;
|
||||
var preferredContactHandler = (IContactEventHandler)null;
|
||||
var preferredContactHandlerNonRigidbody = false;
|
||||
var preferredRigidbody = (Rigidbody)null;
|
||||
var otherContactHandler = (IContactEventHandler)null;
|
||||
var otherRigidbody = (Rigidbody)null;
|
||||
|
||||
var otherContactHandlerNonRigidbody = false;
|
||||
|
||||
if (m_RigidbodyMapping.ContainsKey(thisInstanceID))
|
||||
{
|
||||
contactHandler0 = m_HandlerMapping[thisInstanceID];
|
||||
contactEventHandlerInfo0 = m_HandlerInfo[thisInstanceID];
|
||||
if (contactEventHandlerInfo0.HasContactEventPriority)
|
||||
{
|
||||
preferredContactHandler = contactHandler0;
|
||||
preferredContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
|
||||
preferredRigidbody = m_RigidbodyMapping[thisInstanceID];
|
||||
}
|
||||
else
|
||||
{
|
||||
otherContactHandler = contactHandler0;
|
||||
otherContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
|
||||
otherRigidbody = m_RigidbodyMapping[thisInstanceID];
|
||||
}
|
||||
}
|
||||
|
||||
if (m_RigidbodyMapping.ContainsKey(otherInstanceID))
|
||||
{
|
||||
contactHandler1 = m_HandlerMapping[otherInstanceID];
|
||||
contactEventHandlerInfo1 = m_HandlerInfo[otherInstanceID];
|
||||
if (contactEventHandlerInfo1.HasContactEventPriority && preferredContactHandler == null)
|
||||
{
|
||||
preferredContactHandler = contactHandler1;
|
||||
preferredContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
|
||||
preferredRigidbody = m_RigidbodyMapping[otherInstanceID];
|
||||
}
|
||||
else
|
||||
{
|
||||
otherContactHandler = contactHandler1;
|
||||
otherContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
|
||||
otherRigidbody = m_RigidbodyMapping[otherInstanceID];
|
||||
}
|
||||
}
|
||||
|
||||
if (preferredContactHandler == null && otherContactHandler != null)
|
||||
{
|
||||
preferredContactHandler = otherContactHandler;
|
||||
preferredContactHandlerNonRigidbody = otherContactHandlerNonRigidbody;
|
||||
preferredRigidbody = otherRigidbody;
|
||||
otherContactHandler = null;
|
||||
otherContactHandlerNonRigidbody = false;
|
||||
otherRigidbody = null;
|
||||
}
|
||||
|
||||
if (preferredContactHandler == null || (preferredContactHandler != null && otherContactHandler == null && !preferredContactHandlerNonRigidbody))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_ResultsArray[i].HasCollisionStay)
|
||||
{
|
||||
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
|
||||
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint);
|
||||
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -159,9 +159,21 @@ namespace Unity.Netcode
|
||||
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>
|
||||
|
||||
@@ -105,8 +105,12 @@ namespace Unity.Netcode
|
||||
continue;
|
||||
}
|
||||
|
||||
peerClientIds[idx] = peerId;
|
||||
++idx;
|
||||
// This assures if the server has not timed out prior to the client synchronizing that it doesn't exceed the allocated peer count.
|
||||
if (peerClientIds.Length > idx)
|
||||
{
|
||||
peerClientIds[idx] = peerId;
|
||||
++idx;
|
||||
}
|
||||
}
|
||||
|
||||
try
|
||||
@@ -496,24 +500,32 @@ namespace Unity.Netcode
|
||||
// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
|
||||
MessageManager.ProcessIncomingMessageQueue();
|
||||
|
||||
InvokeOnClientDisconnectCallback(clientId);
|
||||
|
||||
if (LocalClient.IsHost)
|
||||
{
|
||||
InvokeOnPeerDisconnectedCallback(clientId);
|
||||
}
|
||||
|
||||
if (LocalClient.IsServer)
|
||||
{
|
||||
// We need to process the disconnection before notifying
|
||||
OnClientDisconnectFromServer(clientId);
|
||||
|
||||
// Now notify the client has disconnected
|
||||
InvokeOnClientDisconnectCallback(clientId);
|
||||
|
||||
if (LocalClient.IsHost)
|
||||
{
|
||||
InvokeOnPeerDisconnectedCallback(clientId);
|
||||
}
|
||||
}
|
||||
else // As long as we are not in the middle of a shutdown
|
||||
if (!NetworkManager.ShutdownInProgress)
|
||||
else
|
||||
{
|
||||
// We must pass true here and not process any sends messages as we are no longer connected.
|
||||
// Otherwise, attempting to process messages here can cause an exception within UnityTransport
|
||||
// as the client ID is no longer valid.
|
||||
NetworkManager.Shutdown(true);
|
||||
// Notify local client of disconnection
|
||||
InvokeOnClientDisconnectCallback(clientId);
|
||||
|
||||
// As long as we are not in the middle of a shutdown
|
||||
if (!NetworkManager.ShutdownInProgress)
|
||||
{
|
||||
// We must pass true here and not process any sends messages as we are no longer connected.
|
||||
// Otherwise, attempting to process messages here can cause an exception within UnityTransport
|
||||
// as the client ID is no longer valid.
|
||||
NetworkManager.Shutdown(true);
|
||||
}
|
||||
}
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
s_TransportDisconnect.End();
|
||||
@@ -552,9 +564,6 @@ namespace Unity.Netcode
|
||||
var message = new ConnectionRequestMessage
|
||||
{
|
||||
CMBServiceConnection = NetworkManager.CMBServiceConnection,
|
||||
TickRate = NetworkManager.NetworkConfig.TickRate,
|
||||
EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement,
|
||||
|
||||
// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
|
||||
ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
|
||||
ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
|
||||
@@ -562,6 +571,12 @@ namespace Unity.Netcode
|
||||
MessageVersions = new NativeArray<MessageVersionData>(MessageManager.MessageHandlers.Length, Allocator.Temp)
|
||||
};
|
||||
|
||||
if (NetworkManager.CMBServiceConnection)
|
||||
{
|
||||
message.ClientConfig.TickRate = NetworkManager.NetworkConfig.TickRate;
|
||||
message.ClientConfig.EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement;
|
||||
}
|
||||
|
||||
for (int index = 0; index < MessageManager.MessageHandlers.Length; index++)
|
||||
{
|
||||
if (MessageManager.MessageTypes[index] != null)
|
||||
@@ -735,42 +750,23 @@ namespace Unity.Netcode
|
||||
RemovePendingClient(ownerClientId);
|
||||
|
||||
var client = AddClient(ownerClientId);
|
||||
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && NetworkManager.NetworkConfig.PlayerPrefab != null)
|
||||
|
||||
// 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))
|
||||
{
|
||||
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
|
||||
{
|
||||
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 ?? null, response.Rotation ?? null)
|
||||
: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position ?? null, response.Rotation ?? null);
|
||||
|
||||
// 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 +867,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
// Exit early if no player object was spawned
|
||||
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
|
||||
{
|
||||
return;
|
||||
@@ -902,7 +899,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Client-Side Spawning in distributed authority mode uses this to spawn the player.
|
||||
/// </summary>
|
||||
internal void CreateAndSpawnPlayer(ulong ownerId, Vector3 position = default, Quaternion rotation = default)
|
||||
internal void CreateAndSpawnPlayer(ulong ownerId)
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
|
||||
{
|
||||
@@ -910,7 +907,7 @@ namespace Unity.Netcode
|
||||
if (playerPrefab != null)
|
||||
{
|
||||
var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
|
||||
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, position, rotation);
|
||||
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, playerPrefab.transform.position, playerPrefab.transform.rotation);
|
||||
networkObject.IsSceneObject = false;
|
||||
networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
|
||||
}
|
||||
@@ -1003,10 +1000,18 @@ 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);
|
||||
}
|
||||
}
|
||||
@@ -1309,7 +1314,15 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (!LocalClient.IsServer)
|
||||
{
|
||||
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
|
||||
if (NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
|
||||
{
|
||||
throw new NotServerException($"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)
|
||||
|
||||
@@ -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; }
|
||||
|
||||
@@ -651,28 +659,29 @@ 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 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/IsClient)
|
||||
/// A reference to <see cref="NetworkManager"/> is passed in as a parameter to determine the context of execution (`IsServer` or `IsClient`).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <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/instantiating a NetworkVariable or the like.
|
||||
/// 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 setup.
|
||||
/// 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() { }
|
||||
|
||||
@@ -685,29 +694,33 @@ namespace Unity.Netcode
|
||||
/// </remarks>
|
||||
protected virtual void OnNetworkPostSpawn() { }
|
||||
|
||||
protected internal virtual void InternalOnNetworkPostSpawn() { }
|
||||
|
||||
/// <summary>
|
||||
/// [Client-Side Only]
|
||||
/// When a new client joins it is synchronized with all spawned NetworkObjects and scenes loaded for the session joined. At the end of the synchronization process, when all
|
||||
/// 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 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>
|
||||
/// [Client & Server Side]
|
||||
/// When a scene is loaded an in-scene placed NetworkObjects are all spawned, this method is invoked on all of the newly spawned in-scene placed NetworkObjects.
|
||||
/// 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 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.
|
||||
/// 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. Is called both on the server and clients.
|
||||
/// Gets called when the <see cref="NetworkObject"/> gets despawned. This method runs both client and server side.
|
||||
/// </summary>
|
||||
public virtual void OnNetworkDespawn() { }
|
||||
|
||||
@@ -756,6 +769,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
try
|
||||
{
|
||||
InternalOnNetworkPostSpawn();
|
||||
OnNetworkPostSpawn();
|
||||
}
|
||||
catch (Exception e)
|
||||
@@ -768,6 +782,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
try
|
||||
{
|
||||
InternalOnNetworkSessionSynchronized();
|
||||
OnNetworkSessionSynchronized();
|
||||
}
|
||||
catch (Exception e)
|
||||
@@ -803,19 +818,27 @@ 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() { }
|
||||
|
||||
internal void InternalOnGainedOwnership()
|
||||
{
|
||||
UpdateNetworkProperties();
|
||||
// New owners need to assure any NetworkVariables they have write permissions
|
||||
// to are updated so the previous and original values are aligned with the
|
||||
// current value (primarily for collections).
|
||||
if (OwnerClientId == NetworkManager.LocalClientId)
|
||||
{
|
||||
UpdateNetworkVariableOnOwnershipChanged();
|
||||
}
|
||||
OnGainedOwnership();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked on all clients, override this method to be notified of any
|
||||
/// ownership changes (even if the instance was niether the previous or
|
||||
/// 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>
|
||||
@@ -831,7 +854,9 @@ 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() { }
|
||||
|
||||
@@ -842,11 +867,13 @@ 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>>();
|
||||
@@ -877,7 +904,7 @@ 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
|
||||
}
|
||||
@@ -903,7 +930,7 @@ 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();
|
||||
@@ -996,9 +1023,14 @@ namespace Unity.Netcode
|
||||
internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
|
||||
internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
|
||||
|
||||
internal void NetworkVariableUpdate(ulong targetClientId)
|
||||
/// <summary>
|
||||
/// Determines if a NetworkVariable should have any changes to state sent out
|
||||
/// </summary>
|
||||
/// <param name="targetClientId">target to send the updates to</param>
|
||||
/// <param name="forceSend">specific to change in ownership</param>
|
||||
internal void NetworkVariableUpdate(ulong targetClientId, bool forceSend = false)
|
||||
{
|
||||
if (!CouldHaveDirtyNetworkVariables())
|
||||
if (!forceSend && !CouldHaveDirtyNetworkVariables())
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -1049,7 +1081,11 @@ namespace Unity.Netcode
|
||||
NetworkBehaviourIndex = behaviourIndex,
|
||||
NetworkBehaviour = this,
|
||||
TargetClientId = targetClientId,
|
||||
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
|
||||
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j],
|
||||
// By sending the network delivery we can forward messages immediately as opposed to processing them
|
||||
// at the end. While this will send updates to clients that cannot read, the handler will ignore anything
|
||||
// sent to a client that does not have read permissions.
|
||||
NetworkDelivery = m_DeliveryTypesForNetworkVariableGroups[j]
|
||||
};
|
||||
// TODO: Serialization is where the IsDirty flag gets changed.
|
||||
// Messages don't get sent from the server to itself, so if we're host and sending to ourselves,
|
||||
@@ -1094,6 +1130,26 @@ namespace Unity.Netcode
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked on a new client to assure the previous and original values
|
||||
/// are synchronized with the current known value.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Primarily for collections to assure the previous value(s) is/are the
|
||||
/// same as the current value(s) in order to not re-send already known entries.
|
||||
/// </remarks>
|
||||
internal void UpdateNetworkVariableOnOwnershipChanged()
|
||||
{
|
||||
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
||||
{
|
||||
// Only invoke OnInitialize on NetworkVariables the owner can write to
|
||||
if (NetworkVariableFields[j].CanClientWrite(OwnerClientId))
|
||||
{
|
||||
NetworkVariableFields[j].OnInitialize();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void MarkVariablesDirty(bool dirty)
|
||||
{
|
||||
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
||||
@@ -1102,6 +1158,17 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal void MarkOwnerReadVariablesDirty()
|
||||
{
|
||||
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
||||
{
|
||||
if (NetworkVariableFields[j].ReadPerm == NetworkVariableReadPermission.Owner)
|
||||
{
|
||||
NetworkVariableFields[j].SetDirty(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
|
||||
/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
|
||||
@@ -1112,31 +1179,38 @@ 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)
|
||||
{
|
||||
writer.WriteValueSafe(NetworkVariableFields[j].Type);
|
||||
}
|
||||
// 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
|
||||
@@ -1145,21 +1219,29 @@ namespace Unity.Netcode
|
||||
// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
|
||||
writer.WriteValueSafe((ushort)0);
|
||||
var startPos = writer.Position;
|
||||
NetworkVariableFields[j].WriteField(writer);
|
||||
// Write the NetworkVariable field value
|
||||
// WriteFieldSynchronization will write the current value only if there are no pending changes.
|
||||
// Otherwise, it will write the previous value if there are pending changes since the pending
|
||||
// changes will be sent shortly after the client's synchronization.
|
||||
NetworkVariableFields[j].WriteFieldSynchronization(writer);
|
||||
var size = writer.Position - startPos;
|
||||
writer.Seek(writePos);
|
||||
// Write the NetworkVariable field value size
|
||||
writer.WriteValueSafe((ushort)size);
|
||||
writer.Seek(startPos + size);
|
||||
}
|
||||
else
|
||||
else // Client-Server Only: Should only ever be invoked when using a client-server NetworkTopology
|
||||
{
|
||||
NetworkVariableFields[j].WriteField(writer);
|
||||
// Write the NetworkVariable field value
|
||||
// WriteFieldSynchronization will write the current value only if there are no pending changes.
|
||||
// Otherwise, it will write the previous value if there are pending changes since the pending
|
||||
// changes will be sent shortly after the client's synchronization.
|
||||
NetworkVariableFields[j].WriteFieldSynchronization(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);
|
||||
}
|
||||
@@ -1177,75 +1259,78 @@ 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))
|
||||
{
|
||||
reader.ReadValueSafe(out varSize);
|
||||
if (varSize == 0)
|
||||
if (ensureLengthSafety || distributedAuthority)
|
||||
{
|
||||
continue;
|
||||
// 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($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] Expected non-zero size readable NetworkVariable! (Skipping)");
|
||||
continue;
|
||||
}
|
||||
readStartPos = reader.Position;
|
||||
}
|
||||
readStartPos = reader.Position;
|
||||
}
|
||||
else // If the client cannot read this field, then skip it
|
||||
if (!NetworkVariableFields[j].CanClientRead(clientId))
|
||||
else // Client-Server Only: If the client cannot read this field, then skip it
|
||||
{
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
// If skipping and length safety, then fill in a 0 size for this one spot
|
||||
if (ensureLengthSafety)
|
||||
{
|
||||
reader.ReadValueSafe(out ushort size);
|
||||
if (size != 0)
|
||||
{
|
||||
Debug.LogError("Expected zero size");
|
||||
Debug.LogError($"[{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;
|
||||
NetworkVariableFields[j].ReadField(reader);
|
||||
if (reader.Position - start_marker != size)
|
||||
{
|
||||
Debug.LogError("Mismatched network variable size");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkVariableFields[j].ReadField(reader);
|
||||
}
|
||||
// Read the NetworkVarible value
|
||||
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);
|
||||
@@ -1254,7 +1339,7 @@ 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);
|
||||
@@ -1264,7 +1349,7 @@ 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>
|
||||
@@ -1275,14 +1360,14 @@ 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>
|
||||
@@ -1305,10 +1390,10 @@ namespace Unity.Netcode
|
||||
/// 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; }
|
||||
|
||||
@@ -1431,9 +1516,8 @@ 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()
|
||||
{
|
||||
|
||||
@@ -19,10 +19,15 @@ namespace Unity.Netcode
|
||||
|
||||
internal void AddForUpdate(NetworkObject networkObject)
|
||||
{
|
||||
// Since this is a HashSet, we don't need to worry about duplicate entries
|
||||
m_PendingDirtyNetworkObjects.Add(networkObject);
|
||||
}
|
||||
|
||||
internal void NetworkBehaviourUpdate()
|
||||
/// <summary>
|
||||
/// Sends NetworkVariable deltas
|
||||
/// </summary>
|
||||
/// <param name="forceSend">internal only, when changing ownership we want to send this before the change in ownership message</param>
|
||||
internal void NetworkBehaviourUpdate(bool forceSend = false)
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
m_NetworkBehaviourUpdate.Begin();
|
||||
@@ -53,7 +58,7 @@ namespace Unity.Netcode
|
||||
// Sync just the variables for just the objects this client sees
|
||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId);
|
||||
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId, forceSend);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -72,7 +77,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId);
|
||||
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId, forceSend);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -85,19 +90,24 @@ namespace Unity.Netcode
|
||||
var behaviour = dirtyObj.ChildNetworkBehaviours[k];
|
||||
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
// Set to true for NetworkVariable to ignore duplication of the
|
||||
// "internal original value" for collections support.
|
||||
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = true;
|
||||
if (behaviour.NetworkVariableFields[i].IsDirty() &&
|
||||
!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
|
||||
{
|
||||
behaviour.NetworkVariableIndexesToResetSet.Add(i);
|
||||
behaviour.NetworkVariableIndexesToReset.Add(i);
|
||||
}
|
||||
// Reset back to false when done
|
||||
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Now, reset all the no-longer-dirty variables
|
||||
foreach (var dirtyobj in m_DirtyNetworkObjects)
|
||||
{
|
||||
dirtyobj.PostNetworkVariableWrite();
|
||||
dirtyobj.PostNetworkVariableWrite(forceSend);
|
||||
// Once done processing, we set the previous owner id to the current owner id
|
||||
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
|
||||
}
|
||||
|
||||
@@ -5,10 +5,10 @@ using System.Linq;
|
||||
using UnityEngine;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
|
||||
#endif
|
||||
using UnityEngine.SceneManagement;
|
||||
using Debug = UnityEngine.Debug;
|
||||
using Unity.Netcode.Components;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -18,6 +18,23 @@ namespace Unity.Netcode
|
||||
[AddComponentMenu("Netcode/Network Manager", -100)]
|
||||
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance has been instantiated.
|
||||
/// </summary>
|
||||
public static event Action<NetworkManager> OnInstantiated;
|
||||
|
||||
/// <summary>
|
||||
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance is being destroyed.
|
||||
/// </summary>
|
||||
public static event Action<NetworkManager> OnDestroying;
|
||||
|
||||
|
||||
#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.
|
||||
@@ -29,13 +46,40 @@ 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>
|
||||
@@ -163,7 +207,6 @@ namespace Unity.Netcode
|
||||
OnSessionOwnerPromoted?.Invoke(sessionOwner);
|
||||
}
|
||||
|
||||
// TODO: Make this internal after testing
|
||||
internal void PromoteSessionOwner(ulong clientId)
|
||||
{
|
||||
if (!DistributedAuthorityMode)
|
||||
@@ -188,25 +231,25 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal Dictionary<ulong, NetworkTransform> NetworkTransformUpdate = new Dictionary<ulong, NetworkTransform>();
|
||||
internal Dictionary<ulong, NetworkObject> NetworkTransformUpdate = new Dictionary<ulong, NetworkObject>();
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
internal Dictionary<ulong, NetworkTransform> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkTransform>();
|
||||
internal Dictionary<ulong, NetworkObject> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkObject>();
|
||||
#endif
|
||||
|
||||
internal void NetworkTransformRegistration(NetworkTransform networkTransform, bool forUpdate = true, bool register = true)
|
||||
internal void NetworkTransformRegistration(NetworkObject networkObject, bool onUpdate = true, bool register = true)
|
||||
{
|
||||
if (forUpdate)
|
||||
if (onUpdate)
|
||||
{
|
||||
if (register)
|
||||
{
|
||||
if (!NetworkTransformUpdate.ContainsKey(networkTransform.NetworkObjectId))
|
||||
if (!NetworkTransformUpdate.ContainsKey(networkObject.NetworkObjectId))
|
||||
{
|
||||
NetworkTransformUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
|
||||
NetworkTransformUpdate.Add(networkObject.NetworkObjectId, networkObject);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkTransformUpdate.Remove(networkTransform.NetworkObjectId);
|
||||
NetworkTransformUpdate.Remove(networkObject.NetworkObjectId);
|
||||
}
|
||||
}
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
@@ -214,14 +257,14 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (register)
|
||||
{
|
||||
if (!NetworkTransformFixedUpdate.ContainsKey(networkTransform.NetworkObjectId))
|
||||
if (!NetworkTransformFixedUpdate.ContainsKey(networkObject.NetworkObjectId))
|
||||
{
|
||||
NetworkTransformFixedUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
|
||||
NetworkTransformFixedUpdate.Add(networkObject.NetworkObjectId, networkObject);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkTransformFixedUpdate.Remove(networkTransform.NetworkObjectId);
|
||||
NetworkTransformFixedUpdate.Remove(networkObject.NetworkObjectId);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -262,11 +305,21 @@ namespace Unity.Netcode
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
case NetworkUpdateStage.FixedUpdate:
|
||||
{
|
||||
foreach (var networkTransformEntry in NetworkTransformFixedUpdate)
|
||||
foreach (var networkObjectEntry in NetworkTransformFixedUpdate)
|
||||
{
|
||||
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
|
||||
// if not active or not spawned then skip
|
||||
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
|
||||
{
|
||||
networkTransformEntry.Value.OnFixedUpdate();
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
|
||||
{
|
||||
// only update if enabled
|
||||
if (networkTransformEntry.enabled)
|
||||
{
|
||||
networkTransformEntry.OnFixedUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -281,11 +334,21 @@ namespace Unity.Netcode
|
||||
case NetworkUpdateStage.PreLateUpdate:
|
||||
{
|
||||
// Non-physics based non-authority NetworkTransforms update their states after all other components
|
||||
foreach (var networkTransformEntry in NetworkTransformUpdate)
|
||||
foreach (var networkObjectEntry in NetworkTransformUpdate)
|
||||
{
|
||||
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
|
||||
// if not active or not spawned then skip
|
||||
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
|
||||
{
|
||||
networkTransformEntry.Value.OnUpdate();
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
|
||||
{
|
||||
// only update if enabled
|
||||
if (networkTransformEntry.enabled)
|
||||
{
|
||||
networkTransformEntry.OnUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -823,6 +886,7 @@ namespace Unity.Netcode
|
||||
|
||||
internal Override<ushort> PortOverride;
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
internal static INetworkManagerHelper NetworkManagerHelper;
|
||||
|
||||
@@ -844,6 +908,16 @@ namespace Unity.Netcode
|
||||
OnNetworkManagerReset?.Invoke(this);
|
||||
}
|
||||
|
||||
protected virtual void OnValidateComponent()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private PackageInfo GetPackageInfo(string packageName)
|
||||
{
|
||||
return AssetDatabase.FindAssets("package").Select(AssetDatabase.GUIDToAssetPath).Where(x => AssetDatabase.LoadAssetAtPath<TextAsset>(x) != null).Select(PackageInfo.FindForAssetPath).Where(x => x != null).First(x => x.name == packageName);
|
||||
}
|
||||
|
||||
internal void OnValidate()
|
||||
{
|
||||
if (NetworkConfig == null)
|
||||
@@ -904,6 +978,15 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
OnValidateComponent();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
|
||||
private void ModeChanged(PlayModeStateChange change)
|
||||
@@ -965,6 +1048,8 @@ namespace Unity.Netcode
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.playModeStateChanged += ModeChanged;
|
||||
#endif
|
||||
// Notify we have instantiated a new instance of NetworkManager.
|
||||
OnInstantiated?.Invoke(this);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -1062,6 +1147,13 @@ 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
|
||||
@@ -1069,9 +1161,6 @@ namespace Unity.Netcode
|
||||
|
||||
UpdateTopology();
|
||||
|
||||
//DANGOEXP TODO: Remove this before finalizing the experimental release
|
||||
NetworkConfig.AutoSpawnPlayerPrefabClientSide = DistributedAuthorityMode;
|
||||
|
||||
// Make sure the ServerShutdownState is reset when initializing
|
||||
if (server)
|
||||
{
|
||||
@@ -1250,17 +1339,8 @@ namespace Unity.Netcode
|
||||
{
|
||||
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
||||
|
||||
// Notify the server that all in-scnee placed NetworkObjects are spawned at this time.
|
||||
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
networkObject.InternalInSceneNetworkObjectsSpawned();
|
||||
}
|
||||
|
||||
// Notify the server that everything should be synchronized/spawned at this time.
|
||||
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
networkObject.InternalNetworkSessionSynchronized();
|
||||
}
|
||||
SpawnManager.NotifyNetworkObjectsSynchronized();
|
||||
OnServerStarted?.Invoke();
|
||||
ConnectionManager.LocalClient.IsApproved = true;
|
||||
return true;
|
||||
@@ -1407,17 +1487,9 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
||||
// Notify the host that all in-scnee placed NetworkObjects are spawned at this time.
|
||||
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
networkObject.InternalInSceneNetworkObjectsSpawned();
|
||||
}
|
||||
|
||||
// Notify the host that everything should be synchronized/spawned at this time.
|
||||
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
networkObject.InternalNetworkSessionSynchronized();
|
||||
}
|
||||
SpawnManager.NotifyNetworkObjectsSynchronized();
|
||||
|
||||
OnServerStarted?.Invoke();
|
||||
OnClientStarted?.Invoke();
|
||||
@@ -1577,6 +1649,9 @@ namespace Unity.Netcode
|
||||
|
||||
UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded;
|
||||
|
||||
// Notify we are destroying NetworkManager
|
||||
OnDestroying?.Invoke(this);
|
||||
|
||||
if (Singleton == this)
|
||||
{
|
||||
Singleton = null;
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace Unity.Netcode
|
||||
internal uint PrefabGlobalObjectIdHash;
|
||||
|
||||
/// <summary>
|
||||
/// This is the source prefab of an in-scene placed NetworkObject. This is not set for in-scene
|
||||
/// This is the source prefab of an in-scene placed NetworkObject. This is not set for in-scene
|
||||
/// placd NetworkObjects that are not prefab instances, dynamically spawned prefab instances,
|
||||
/// or for network prefab assets.
|
||||
/// </summary>
|
||||
@@ -67,6 +67,7 @@ namespace Unity.Netcode
|
||||
/// </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.
|
||||
@@ -112,11 +113,6 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
// Handle updating the currently active scene
|
||||
var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
||||
foreach (var networkObject in networkObjects)
|
||||
{
|
||||
networkObject.OnValidate();
|
||||
}
|
||||
NetworkObjectRefreshTool.ProcessActiveScene();
|
||||
|
||||
// Refresh all build settings scenes
|
||||
@@ -129,14 +125,14 @@ namespace Unity.Netcode
|
||||
continue;
|
||||
}
|
||||
// Add the scene to be processed
|
||||
NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
|
||||
NetworkObjectRefreshTool.ProcessScene(editorScene.path, true);
|
||||
}
|
||||
|
||||
// Process all added scenes
|
||||
NetworkObjectRefreshTool.ProcessScenes();
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
internal void OnValidate()
|
||||
{
|
||||
// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
|
||||
if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
|
||||
@@ -207,8 +203,8 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This checks to see if this NetworkObject is an in-scene placed prefab instance. If so it will
|
||||
/// automatically find the source prefab asset's GlobalObjectIdHash value, assign it to
|
||||
/// This checks to see if this NetworkObject is an in-scene placed prefab instance. If so it will
|
||||
/// automatically find the source prefab asset's GlobalObjectIdHash value, assign it to
|
||||
/// InScenePlacedSourceGlobalObjectIdHash and mark this as being in-scene placed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
@@ -228,6 +224,7 @@ namespace Unity.Netcode
|
||||
if (sourceAsset != null && sourceAsset.GlobalObjectIdHash != 0 && InScenePlacedSourceGlobalObjectIdHash != sourceAsset.GlobalObjectIdHash)
|
||||
{
|
||||
InScenePlacedSourceGlobalObjectIdHash = sourceAsset.GlobalObjectIdHash;
|
||||
EditorUtility.SetDirty(this);
|
||||
}
|
||||
IsSceneObject = true;
|
||||
}
|
||||
@@ -339,7 +336,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (!HasAuthority)
|
||||
{
|
||||
NetworkLog.LogError($"Only the authoirty can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
|
||||
NetworkLog.LogError($"Only the authority can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -540,8 +537,8 @@ 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
|
||||
{
|
||||
@@ -937,6 +934,7 @@ 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>
|
||||
@@ -954,6 +952,8 @@ 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>
|
||||
@@ -1011,6 +1011,7 @@ 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>
|
||||
@@ -1029,6 +1030,7 @@ 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>
|
||||
@@ -1044,7 +1046,7 @@ 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>
|
||||
@@ -1073,13 +1075,35 @@ 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
|
||||
@@ -1547,6 +1571,11 @@ 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];
|
||||
@@ -1580,7 +1609,12 @@ namespace Unity.Netcode
|
||||
}
|
||||
else if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
|
||||
{
|
||||
NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
|
||||
// If spawning with observers or if not spawning with observers but the observer count is greater than 1 (i.e. owner/authority creating),
|
||||
// then we want to send a spawn notification.
|
||||
if (SpawnWithObservers || !SpawnWithObservers && Observers.Count > 1)
|
||||
{
|
||||
NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1638,7 +1672,7 @@ 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)
|
||||
{
|
||||
@@ -1782,6 +1816,9 @@ 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);
|
||||
}
|
||||
}
|
||||
@@ -1913,7 +1950,7 @@ 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.
|
||||
@@ -1979,7 +2016,7 @@ 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
|
||||
@@ -2071,7 +2108,7 @@ 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)
|
||||
{
|
||||
@@ -2354,13 +2391,15 @@ namespace Unity.Netcode
|
||||
{
|
||||
m_ChildNetworkBehaviours.Add(networkBehaviours[i]);
|
||||
var type = networkBehaviours[i].GetType();
|
||||
if (type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
|
||||
if (type == typeof(NetworkTransform) || type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
|
||||
{
|
||||
if (NetworkTransforms == null)
|
||||
{
|
||||
NetworkTransforms = new List<NetworkTransform>();
|
||||
}
|
||||
NetworkTransforms.Add(networkBehaviours[i] as 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)))
|
||||
@@ -2406,6 +2445,14 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal void MarkOwnerReadVariablesDirty()
|
||||
{
|
||||
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
|
||||
{
|
||||
ChildNetworkBehaviours[i].MarkOwnerReadVariablesDirty();
|
||||
}
|
||||
}
|
||||
|
||||
// NGO currently guarantees that the client will receive spawn data for all objects in one network tick.
|
||||
// Children may arrive before their parents; when they do they are stored in OrphanedChildren and then
|
||||
// resolved when their parents arrived. Because we don't send a partial list of spawns (yet), something
|
||||
@@ -2436,10 +2483,10 @@ 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;
|
||||
}
|
||||
}
|
||||
@@ -2732,11 +2779,11 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal void PostNetworkVariableWrite()
|
||||
internal void PostNetworkVariableWrite(bool forced = false)
|
||||
{
|
||||
for (int k = 0; k < ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
ChildNetworkBehaviours[k].PostNetworkVariableWrite();
|
||||
ChildNetworkBehaviours[k].PostNetworkVariableWrite(forced);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3015,10 +3062,15 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
// Add all known players to the observers list if they don't already exist
|
||||
foreach (var player in networkManager.SpawnManager.PlayerObjects)
|
||||
// Only add all other players as observers if we are spawning with observers,
|
||||
// otherwise user controls via NetworkShow.
|
||||
if (networkObject.SpawnWithObservers)
|
||||
{
|
||||
networkObject.Observers.Add(player.OwnerClientId);
|
||||
// Add all known players to the observers list if they don't already exist
|
||||
foreach (var player in networkManager.SpawnManager.PlayerObjects)
|
||||
{
|
||||
networkObject.Observers.Add(player.OwnerClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
@@ -21,6 +23,28 @@ namespace Unity.Netcode
|
||||
|
||||
internal static Action AllScenesProcessed;
|
||||
|
||||
internal static NetworkObject PrefabNetworkObject;
|
||||
|
||||
internal static void LogInfo(string msg, bool append = false)
|
||||
{
|
||||
if (!append)
|
||||
{
|
||||
s_Log.AppendLine(msg);
|
||||
}
|
||||
else
|
||||
{
|
||||
s_Log.Append(msg);
|
||||
}
|
||||
}
|
||||
|
||||
internal static void FlushLog()
|
||||
{
|
||||
Debug.Log(s_Log.ToString());
|
||||
s_Log.Clear();
|
||||
}
|
||||
|
||||
private static StringBuilder s_Log = new StringBuilder();
|
||||
|
||||
internal static void ProcessScene(string scenePath, bool processScenes = true)
|
||||
{
|
||||
if (!s_ScenesToUpdate.Contains(scenePath))
|
||||
@@ -29,7 +53,10 @@ namespace Unity.Netcode
|
||||
{
|
||||
EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
|
||||
EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
|
||||
s_Log.Clear();
|
||||
LogInfo("NetworkObject Refresh Scenes to Process:");
|
||||
}
|
||||
LogInfo($"[{scenePath}]", true);
|
||||
s_ScenesToUpdate.Add(scenePath);
|
||||
}
|
||||
s_ProcessScenes = processScenes;
|
||||
@@ -37,6 +64,7 @@ namespace Unity.Netcode
|
||||
|
||||
internal static void ProcessActiveScene()
|
||||
{
|
||||
FlushLog();
|
||||
var activeScene = SceneManager.GetActiveScene();
|
||||
if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
|
||||
{
|
||||
@@ -54,10 +82,12 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
s_ProcessScenes = false;
|
||||
s_CloseScenes = false;
|
||||
EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
|
||||
EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
|
||||
AllScenesProcessed?.Invoke();
|
||||
FlushLog();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,9 +98,8 @@ namespace Unity.Netcode
|
||||
// Provide a log of all scenes that were modified to the user
|
||||
if (refreshed)
|
||||
{
|
||||
Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
|
||||
LogInfo($"Refreshed and saved updates to scene: {scene.name}");
|
||||
}
|
||||
s_ProcessScenes = false;
|
||||
s_ScenesToUpdate.Remove(scene.path);
|
||||
|
||||
if (scene != SceneManager.GetActiveScene())
|
||||
@@ -88,24 +117,41 @@ namespace Unity.Netcode
|
||||
|
||||
private static void SceneOpened(Scene scene)
|
||||
{
|
||||
LogInfo($"Processing scene {scene.name}:");
|
||||
if (s_ScenesToUpdate.Contains(scene.path))
|
||||
{
|
||||
if (s_ProcessScenes)
|
||||
{
|
||||
if (!EditorSceneManager.MarkSceneDirty(scene))
|
||||
var prefabInstances = PrefabUtility.FindAllInstancesOfPrefab(PrefabNetworkObject.gameObject);
|
||||
|
||||
if (prefabInstances.Length > 0)
|
||||
{
|
||||
Debug.Log($"Scene {scene.name} did not get marked as dirty!");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
var instancesSceneLoadedSpecific = prefabInstances.Where((c) => c.scene == scene).ToList();
|
||||
|
||||
if (instancesSceneLoadedSpecific.Count > 0)
|
||||
{
|
||||
foreach (var prefabInstance in instancesSceneLoadedSpecific)
|
||||
{
|
||||
prefabInstance.GetComponent<NetworkObject>().OnValidate();
|
||||
}
|
||||
|
||||
if (!EditorSceneManager.MarkSceneDirty(scene))
|
||||
{
|
||||
LogInfo($"Scene {scene.name} did not get marked as dirty!");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogInfo($"Changes detected and applied!");
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
|
||||
LogInfo($"No changes required.");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -95,6 +95,7 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
|
||||
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
@@ -131,6 +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)
|
||||
@@ -286,6 +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)
|
||||
{
|
||||
@@ -367,6 +372,8 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
|
||||
|
||||
ulong hash = 0;
|
||||
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
|
||||
{
|
||||
@@ -405,5 +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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,6 @@ namespace Unity.Netcode
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
public ulong OwnerClientId;
|
||||
// DANGOEXP TODO: Remove these notes or change their format
|
||||
// SERVICE NOTES:
|
||||
// When forwarding the message to clients on the CMB Service side,
|
||||
// you can set the ClientIdCount to 0 and skip writing the ClientIds.
|
||||
@@ -258,15 +257,18 @@ namespace Unity.Netcode
|
||||
continue;
|
||||
}
|
||||
|
||||
// If ownership is changing and this is not an ownership request approval then ignore the OnwerClientId
|
||||
// If it is just updating flags then ignore sending to the owner
|
||||
// If it is a request or approving request, then ignore the RequestClientId
|
||||
if ((OwnershipIsChanging && !RequestApproved && OwnerClientId == clientId) || (OwnershipFlagsUpdate && clientId == OwnerClientId)
|
||||
|| ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
|
||||
// If ownership is changing and this is not an ownership request approval then ignore the SenderId
|
||||
if (OwnershipIsChanging && !RequestApproved && context.SenderId == clientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// If it is just updating flags then ignore sending to the owner
|
||||
// If it is a request or approving request, then ignore the RequestClientId
|
||||
if ((OwnershipFlagsUpdate && clientId == OwnerClientId) || ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, clientId);
|
||||
}
|
||||
}
|
||||
@@ -327,10 +329,12 @@ namespace Unity.Netcode
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||
|
||||
// DANGO-TODO: This probably shouldn't be allowed to happen.
|
||||
// Sanity check that we are not sending duplicated change ownership messages
|
||||
if (networkObject.OwnerClientId == OwnerClientId)
|
||||
{
|
||||
UnityEngine.Debug.LogWarning($"Unnecessary ownership changed message for {NetworkObjectId}");
|
||||
UnityEngine.Debug.LogError($"Unnecessary ownership changed message for {NetworkObjectId}.");
|
||||
// Ignore the message
|
||||
return;
|
||||
}
|
||||
|
||||
var originalOwner = networkObject.OwnerClientId;
|
||||
@@ -347,12 +351,6 @@ namespace Unity.Netcode
|
||||
networkObject.InvokeBehaviourOnLostOwnership();
|
||||
}
|
||||
|
||||
// We are new owner or (client-server) or running in distributed authority mode
|
||||
if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkObject.InvokeBehaviourOnGainedOwnership();
|
||||
}
|
||||
|
||||
// If in distributed authority mode
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
@@ -374,6 +372,22 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
// We are new owner or (client-server) or running in distributed authority mode
|
||||
if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkObject.InvokeBehaviourOnGainedOwnership();
|
||||
}
|
||||
|
||||
|
||||
if (originalOwner == networkManager.LocalClientId && !networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// Mark any owner read variables as dirty
|
||||
networkObject.MarkOwnerReadVariablesDirty();
|
||||
// Immediately queue any pending deltas and order the message before the
|
||||
// change in ownership message.
|
||||
networkManager.BehaviourUpdater.NetworkBehaviourUpdate(true);
|
||||
}
|
||||
|
||||
// Always invoke ownership change notifications
|
||||
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -3,14 +3,39 @@ using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ServiceConfig : INetworkSerializable
|
||||
{
|
||||
public uint Version;
|
||||
public bool IsRestoredSession;
|
||||
public ulong CurrentSessionOwner;
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), Version);
|
||||
serializer.SerializeValue(ref IsRestoredSession);
|
||||
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), CurrentSessionOwner);
|
||||
}
|
||||
else
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out Version);
|
||||
serializer.SerializeValue(ref IsRestoredSession);
|
||||
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out CurrentSessionOwner);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal struct ConnectionApprovedMessage : INetworkMessage
|
||||
{
|
||||
private const int k_AddCMBServiceConfig = 2;
|
||||
private const int k_VersionAddClientIds = 1;
|
||||
public int Version => k_VersionAddClientIds;
|
||||
public int Version => k_AddCMBServiceConfig;
|
||||
|
||||
public ulong OwnerClientId;
|
||||
public int NetworkTick;
|
||||
// The cloud state service should set this if we are restoring a session
|
||||
public ServiceConfig ServiceConfig;
|
||||
public bool IsRestoredSession;
|
||||
public ulong CurrentSessionOwner;
|
||||
// Not serialized
|
||||
@@ -25,6 +50,32 @@ namespace Unity.Netcode
|
||||
|
||||
public NativeArray<ulong> ConnectedClientIds;
|
||||
|
||||
private int m_ReceiveMessageVersion;
|
||||
|
||||
private ulong GetSessionOwner()
|
||||
{
|
||||
if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
|
||||
{
|
||||
return ServiceConfig.CurrentSessionOwner;
|
||||
}
|
||||
else
|
||||
{
|
||||
return CurrentSessionOwner;
|
||||
}
|
||||
}
|
||||
|
||||
private bool GetIsSessionRestor()
|
||||
{
|
||||
if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
|
||||
{
|
||||
return ServiceConfig.IsRestoredSession;
|
||||
}
|
||||
else
|
||||
{
|
||||
return IsRestoredSession;
|
||||
}
|
||||
}
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
// ============================================================
|
||||
@@ -45,8 +96,17 @@ namespace Unity.Netcode
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkTick);
|
||||
if (IsDistributedAuthority)
|
||||
{
|
||||
writer.WriteValueSafe(IsRestoredSession);
|
||||
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
|
||||
if (targetVersion >= k_AddCMBServiceConfig)
|
||||
{
|
||||
ServiceConfig.IsRestoredSession = false;
|
||||
ServiceConfig.CurrentSessionOwner = CurrentSessionOwner;
|
||||
writer.WriteNetworkSerializable(ServiceConfig);
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.WriteValueSafe(IsRestoredSession);
|
||||
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
|
||||
}
|
||||
}
|
||||
|
||||
if (targetVersion >= k_VersionAddClientIds)
|
||||
@@ -122,13 +182,20 @@ namespace Unity.Netcode
|
||||
// ============================================================
|
||||
// END FORBIDDEN SEGMENT
|
||||
// ============================================================
|
||||
|
||||
m_ReceiveMessageVersion = receivedMessageVersion;
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
reader.ReadValueSafe(out IsRestoredSession);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
|
||||
if (receivedMessageVersion >= k_AddCMBServiceConfig)
|
||||
{
|
||||
reader.ReadNetworkSerializable(out ServiceConfig);
|
||||
}
|
||||
else
|
||||
{
|
||||
reader.ReadValueSafe(out IsRestoredSession);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
|
||||
}
|
||||
}
|
||||
|
||||
if (receivedMessageVersion >= k_VersionAddClientIds)
|
||||
@@ -157,7 +224,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkManager.SetSessionOwner(CurrentSessionOwner);
|
||||
networkManager.SetSessionOwner(GetSessionOwner());
|
||||
if (networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
networkManager.SceneManager.InitializeScenesLoaded();
|
||||
@@ -224,10 +291,7 @@ namespace Unity.Netcode
|
||||
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
|
||||
|
||||
// For convenience, notify all NetworkBehaviours that synchronization is complete.
|
||||
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
networkObject.InternalNetworkSessionSynchronized();
|
||||
}
|
||||
networkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -236,20 +300,16 @@ namespace Unity.Netcode
|
||||
// Mark the client being connected
|
||||
networkManager.IsConnectedClient = true;
|
||||
|
||||
networkManager.SceneManager.IsRestoringSession = IsRestoredSession;
|
||||
networkManager.SceneManager.IsRestoringSession = GetIsSessionRestor();
|
||||
|
||||
if (!IsRestoredSession)
|
||||
if (!networkManager.SceneManager.IsRestoringSession)
|
||||
{
|
||||
// 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();
|
||||
|
||||
// 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 all in-scnee placed NetworkObjects are spawned at this time.
|
||||
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
networkObject.InternalInSceneNetworkObjectsSpawned();
|
||||
}
|
||||
|
||||
// Spawn the local player of the session owner
|
||||
if (networkManager.AutoSpawnPlayerPrefabClientSide)
|
||||
{
|
||||
@@ -261,10 +321,7 @@ namespace Unity.Netcode
|
||||
|
||||
// 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.
|
||||
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
networkObject.InternalNetworkSessionSynchronized();
|
||||
}
|
||||
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.
|
||||
|
||||
@@ -2,16 +2,54 @@ using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ConnectionRequestMessage : INetworkMessage
|
||||
/// <summary>
|
||||
/// Only used when connecting to the distributed authority service
|
||||
/// </summary>
|
||||
internal struct ClientConfig : INetworkSerializable
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong ConfigHash;
|
||||
|
||||
public bool CMBServiceConnection;
|
||||
/// <summary>
|
||||
/// We start at version 1, where anything less than version 1 on the service side
|
||||
/// is not bypass feature compatible.
|
||||
/// </summary>
|
||||
private const int k_BypassFeatureCompatible = 1;
|
||||
public int Version => k_BypassFeatureCompatible;
|
||||
public uint TickRate;
|
||||
public bool EnableSceneManagement;
|
||||
|
||||
// Only gets deserialized but should never be used unless testing
|
||||
public int RemoteClientVersion;
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
var writer = serializer.GetFastBufferWriter();
|
||||
BytePacker.WriteValueBitPacked(writer, Version);
|
||||
BytePacker.WriteValueBitPacked(writer, TickRate);
|
||||
writer.WriteValueSafe(EnableSceneManagement);
|
||||
}
|
||||
else
|
||||
{
|
||||
var reader = serializer.GetFastBufferReader();
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientVersion);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out TickRate);
|
||||
reader.ReadValueSafe(out EnableSceneManagement);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal struct ConnectionRequestMessage : INetworkMessage
|
||||
{
|
||||
// This version update is unidirectional (client to service) and version
|
||||
// handling occurs on the service side. This serialized data is never sent
|
||||
// to a host or server.
|
||||
private const int k_SendClientConfigToService = 1;
|
||||
public int Version => k_SendClientConfigToService;
|
||||
|
||||
public ulong ConfigHash;
|
||||
public bool CMBServiceConnection;
|
||||
public ClientConfig ClientConfig;
|
||||
|
||||
public byte[] ConnectionData;
|
||||
|
||||
public bool ShouldSendConnectionData;
|
||||
@@ -36,8 +74,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (CMBServiceConnection)
|
||||
{
|
||||
writer.WriteValueSafe(TickRate);
|
||||
writer.WriteValueSafe(EnableSceneManagement);
|
||||
writer.WriteNetworkSerializable(ClientConfig);
|
||||
}
|
||||
|
||||
if (ShouldSendConnectionData)
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
@@ -10,9 +11,22 @@ namespace Unity.Netcode
|
||||
/// serialization. This is due to the generally amorphous nature of network variable
|
||||
/// deltas, since they're all driven by custom virtual method overloads.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Version 1:
|
||||
/// This version -does not- use the "KeepDirty" approach. Instead, the server will forward any state updates
|
||||
/// to the connected clients that are not the sender or the server itself. Each NetworkVariable state update
|
||||
/// included, on a per client basis, is first validated that the client can read the NetworkVariable before
|
||||
/// being added to the m_ForwardUpdates table.
|
||||
/// Version 0:
|
||||
/// The original version uses the "KeepDirty" approach in a client-server network topology where the server
|
||||
/// proxies state updates by "keeping the NetworkVariable(s) dirty" so it will send state updates
|
||||
/// at the end of the frame (but could delay until the next tick).
|
||||
/// </remarks>
|
||||
internal struct NetworkVariableDeltaMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
private const int k_ServerDeltaForwardingAndNetworkDelivery = 1;
|
||||
public int Version => k_ServerDeltaForwardingAndNetworkDelivery;
|
||||
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
public ushort NetworkBehaviourIndex;
|
||||
@@ -21,12 +35,62 @@ namespace Unity.Netcode
|
||||
public ulong TargetClientId;
|
||||
public NetworkBehaviour NetworkBehaviour;
|
||||
|
||||
public NetworkDelivery NetworkDelivery;
|
||||
|
||||
private FastBufferReader m_ReceivedNetworkVariableData;
|
||||
|
||||
private bool m_ForwardingMessage;
|
||||
|
||||
private int m_ReceivedMessageVersion;
|
||||
|
||||
private const string k_Name = "NetworkVariableDeltaMessage";
|
||||
|
||||
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||
// Worth either merging or more cleanly separating these codepaths.
|
||||
private Dictionary<ulong, List<int>> m_ForwardUpdates;
|
||||
|
||||
private List<int> m_UpdatedNetworkVariables;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void WriteNetworkVariable(ref FastBufferWriter writer, ref NetworkVariableBase networkVariable, bool distributedAuthorityMode, bool ensureNetworkVariableLengthSafety, int nonfragmentedSize, int fragmentedSize)
|
||||
{
|
||||
if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
var tempWriter = new FastBufferWriter(nonfragmentedSize, Allocator.Temp, fragmentedSize);
|
||||
networkVariable.WriteDelta(tempWriter);
|
||||
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
|
||||
|
||||
if (!writer.TryBeginWrite(tempWriter.Length))
|
||||
{
|
||||
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
|
||||
}
|
||||
|
||||
tempWriter.CopyTo(writer);
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: Determine if we need to remove this with the 6.1 service updates
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
var size_marker = writer.Position;
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
var start_marker = writer.Position;
|
||||
networkVariable.WriteDelta(writer);
|
||||
var end_marker = writer.Position;
|
||||
writer.Seek(size_marker);
|
||||
var size = end_marker - start_marker;
|
||||
if (size == 0)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"Invalid write size of zero!");
|
||||
}
|
||||
writer.WriteValueSafe((ushort)size);
|
||||
writer.Seek(end_marker);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkVariable.WriteDelta(writer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
|
||||
@@ -36,10 +100,67 @@ namespace Unity.Netcode
|
||||
|
||||
var obj = NetworkBehaviour.NetworkObject;
|
||||
var networkManager = obj.NetworkManagerOwner;
|
||||
var typeName = NetworkBehaviour.__getTypeName();
|
||||
var nonFragmentedMessageMaxSize = networkManager.MessageManager.NonFragmentedMessageMaxSize;
|
||||
var fragmentedMessageMaxSize = networkManager.MessageManager.FragmentedMessageMaxSize;
|
||||
var ensureNetworkVariableLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
|
||||
var distributedAuthorityMode = networkManager.DistributedAuthorityMode;
|
||||
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
|
||||
// If using k_IncludeNetworkDelivery version, then we want to write the network delivery used and if we
|
||||
// are forwarding state updates then serialize any NetworkVariable states specific to this client.
|
||||
if (targetVersion >= k_ServerDeltaForwardingAndNetworkDelivery)
|
||||
{
|
||||
writer.WriteValueSafe(NetworkDelivery);
|
||||
// If we are forwarding the message, then proceed to forward state updates specific to the targeted client
|
||||
if (m_ForwardingMessage)
|
||||
{
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
|
||||
}
|
||||
|
||||
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
var startingSize = writer.Length;
|
||||
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
|
||||
var shouldWrite = m_ForwardUpdates[TargetClientId].Contains(i);
|
||||
|
||||
// This var does not belong to the currently iterating delivery group.
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
}
|
||||
}
|
||||
else if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, (ushort)0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.WriteValueSafe(shouldWrite);
|
||||
}
|
||||
|
||||
if (shouldWrite)
|
||||
{
|
||||
WriteNetworkVariable(ref writer, ref networkVariable, distributedAuthorityMode, ensureNetworkVariableLengthSafety, nonFragmentedMessageMaxSize, fragmentedMessageMaxSize);
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(TargetClientId, obj, networkVariable.Name, typeName, writer.Length - startingSize);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// DANGO TODO: Remove this when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
|
||||
}
|
||||
@@ -48,12 +169,12 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (!DeliveryMappedNetworkVariableIndex.Contains(i))
|
||||
{
|
||||
// This var does not belong to the currently iterating delivery group.
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
}
|
||||
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
else if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, (ushort)0);
|
||||
}
|
||||
@@ -90,14 +211,15 @@ namespace Unity.Netcode
|
||||
shouldWrite = false;
|
||||
}
|
||||
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
}
|
||||
}
|
||||
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
else if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
@@ -111,71 +233,39 @@ namespace Unity.Netcode
|
||||
|
||||
if (shouldWrite)
|
||||
{
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
var tempWriter = new FastBufferWriter(networkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, networkManager.MessageManager.FragmentedMessageMaxSize);
|
||||
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
|
||||
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
|
||||
|
||||
if (!writer.TryBeginWrite(tempWriter.Length))
|
||||
{
|
||||
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
|
||||
}
|
||||
|
||||
tempWriter.CopyTo(writer);
|
||||
}
|
||||
else
|
||||
{
|
||||
// DANGO-TODO:
|
||||
// Complex types with custom type serialization (either registered custom types or INetworkSerializable implementations) will be problematic
|
||||
// Non-complex types always provide a full state update per delta
|
||||
// DANGO-TODO: Add NetworkListEvent<T>.EventType awareness to the cloud-state server
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
var size_marker = writer.Position;
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
var start_marker = writer.Position;
|
||||
networkVariable.WriteDelta(writer);
|
||||
var end_marker = writer.Position;
|
||||
writer.Seek(size_marker);
|
||||
var size = end_marker - start_marker;
|
||||
writer.WriteValueSafe((ushort)size);
|
||||
writer.Seek(end_marker);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkVariable.WriteDelta(writer);
|
||||
}
|
||||
}
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
|
||||
TargetClientId,
|
||||
obj,
|
||||
networkVariable.Name,
|
||||
NetworkBehaviour.__getTypeName(),
|
||||
writer.Length - startingSize);
|
||||
WriteNetworkVariable(ref writer, ref networkVariable, distributedAuthorityMode, ensureNetworkVariableLengthSafety, nonFragmentedMessageMaxSize, fragmentedMessageMaxSize);
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(TargetClientId, obj, networkVariable.Name, typeName, writer.Length - startingSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
m_ReceivedMessageVersion = receivedMessageVersion;
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourIndex);
|
||||
|
||||
// If we are using the k_IncludeNetworkDelivery message version, then read the NetworkDelivery used
|
||||
if (receivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery)
|
||||
{
|
||||
reader.ReadValueSafe(out NetworkDelivery);
|
||||
}
|
||||
m_ReceivedNetworkVariableData = reader;
|
||||
|
||||
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;
|
||||
|
||||
if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
|
||||
{
|
||||
var distributedAuthorityMode = networkManager.DistributedAuthorityMode;
|
||||
var ensureNetworkVariableLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
|
||||
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
|
||||
var isServerAndDeltaForwarding = m_ReceivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery && networkManager.IsServer;
|
||||
var markNetworkVariableDirty = m_ReceivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery ? false : networkManager.IsServer;
|
||||
m_UpdatedNetworkVariables = new List<int>();
|
||||
|
||||
if (networkBehaviour == null)
|
||||
{
|
||||
@@ -186,7 +276,8 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableCount);
|
||||
if (variableCount != networkBehaviour.NetworkVariableFields.Count)
|
||||
@@ -195,10 +286,30 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
// (For client-server) As opposed to worrying about adding additional processing on the server to send NetworkVariable
|
||||
// updates at the end of the frame, we now track all NetworkVariable state updates, per client, that need to be forwarded
|
||||
// to the client. This creates a list of all remaining connected clients that could have updates applied.
|
||||
if (isServerAndDeltaForwarding)
|
||||
{
|
||||
m_ForwardUpdates = new Dictionary<ulong, List<int>>();
|
||||
foreach (var clientId in networkManager.ConnectedClientsIds)
|
||||
{
|
||||
if (clientId == context.SenderId || clientId == networkManager.LocalClientId || !networkObject.Observers.Contains(clientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
m_ForwardUpdates.Add(clientId, new List<int>());
|
||||
}
|
||||
}
|
||||
|
||||
// Update NetworkVariable Fields
|
||||
for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
int varSize = 0;
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
var networkVariable = networkBehaviour.NetworkVariableFields[i];
|
||||
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableSize);
|
||||
varSize = variableSize;
|
||||
@@ -208,10 +319,9 @@ namespace Unity.Netcode
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
else if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
|
||||
|
||||
if (varSize == 0)
|
||||
{
|
||||
continue;
|
||||
@@ -226,8 +336,6 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
var networkVariable = networkBehaviour.NetworkVariableFields[i];
|
||||
|
||||
if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId))
|
||||
{
|
||||
// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
|
||||
@@ -255,13 +363,58 @@ namespace Unity.Netcode
|
||||
NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
|
||||
NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
int readStartPos = m_ReceivedNetworkVariableData.Position;
|
||||
|
||||
// Read Delta so we also notify any subscribers to a change in the NetworkVariable
|
||||
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode || ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
var remainingBufferSize = m_ReceivedNetworkVariableData.Length - m_ReceivedNetworkVariableData.Position;
|
||||
if (varSize > (remainingBufferSize))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"[{networkBehaviour.name}][Delta State Read Error] Expecting to read {varSize} but only {remainingBufferSize} remains!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Added a try catch here to assure any failure will only fail on this one message and not disrupt the stack
|
||||
try
|
||||
{
|
||||
// Read the delta
|
||||
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, markNetworkVariableDirty);
|
||||
|
||||
// Add the NetworkVariable field index so we can invoke the PostDeltaRead
|
||||
m_UpdatedNetworkVariables.Add(i);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
UnityEngine.Debug.LogException(ex);
|
||||
return;
|
||||
}
|
||||
|
||||
// (For client-server) As opposed to worrying about adding additional processing on the server to send NetworkVariable
|
||||
// updates at the end of the frame, we now track all NetworkVariable state updates, per client, that need to be forwarded
|
||||
// to the client. This happens once the server is finished processing all state updates for this message.
|
||||
if (isServerAndDeltaForwarding)
|
||||
{
|
||||
foreach (var forwardEntry in m_ForwardUpdates)
|
||||
{
|
||||
// Only track things that the client can read
|
||||
if (networkVariable.CanClientRead(forwardEntry.Key))
|
||||
{
|
||||
// If the object is about to be shown to the client then don't send an update as it will
|
||||
// send a full update when shown.
|
||||
if (networkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(forwardEntry.Key) &&
|
||||
networkManager.SpawnManager.ObjectsToShowToClient[forwardEntry.Key]
|
||||
.Contains(networkObject))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
forwardEntry.Value.Add(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
|
||||
context.SenderId,
|
||||
@@ -270,7 +423,8 @@ namespace Unity.Netcode
|
||||
networkBehaviour.__getTypeName(),
|
||||
context.MessageSize);
|
||||
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety || networkManager.DistributedAuthorityMode)
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode || ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
|
||||
{
|
||||
@@ -292,6 +446,40 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we are using the version of this message that includes network delivery, then
|
||||
// forward this update to all connected clients (other than the sender and the server).
|
||||
if (isServerAndDeltaForwarding)
|
||||
{
|
||||
var message = new NetworkVariableDeltaMessage()
|
||||
{
|
||||
NetworkBehaviour = networkBehaviour,
|
||||
NetworkBehaviourIndex = NetworkBehaviourIndex,
|
||||
NetworkObjectId = NetworkObjectId,
|
||||
m_ForwardingMessage = true,
|
||||
m_ForwardUpdates = m_ForwardUpdates,
|
||||
};
|
||||
|
||||
foreach (var forwardEntry in m_ForwardUpdates)
|
||||
{
|
||||
// Only forward updates to any client that has visibility to the state updates included in this message
|
||||
if (forwardEntry.Value.Count > 0)
|
||||
{
|
||||
message.TargetClientId = forwardEntry.Key;
|
||||
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery, forwardEntry.Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This should be always invoked (client & server) to assure the previous values are set
|
||||
// !! IMPORTANT ORDER OF OPERATIONS !! (Has to happen after forwarding deltas)
|
||||
// When a server forwards delta updates to connected clients, it needs to preserve the previous value
|
||||
// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This
|
||||
// is invoked after it is done forwarding the deltas.
|
||||
foreach (var fieldIndex in m_UpdatedNetworkVariables)
|
||||
{
|
||||
networkBehaviour.NetworkVariableFields[fieldIndex].PostDeltaRead();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
@@ -117,22 +117,28 @@ namespace Unity.Netcode
|
||||
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
|
||||
networkObject.ApplyNetworkParenting(RemoveParent);
|
||||
|
||||
// We set all of the transform values after parenting as they are
|
||||
// the values of the server-side post-parenting transform values
|
||||
if (!WorldPositionStays)
|
||||
// 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))
|
||||
{
|
||||
networkObject.transform.localPosition = Position;
|
||||
networkObject.transform.localRotation = Rotation;
|
||||
// We set all of the transform values after parenting as they are
|
||||
// the values of the server-side post-parenting transform values
|
||||
if (!WorldPositionStays)
|
||||
{
|
||||
networkObject.transform.localPosition = Position;
|
||||
networkObject.transform.localRotation = Rotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
networkObject.transform.position = Position;
|
||||
networkObject.transform.rotation = Rotation;
|
||||
}
|
||||
networkObject.transform.localScale = Scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
networkObject.transform.position = Position;
|
||||
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;
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
@@ -34,21 +33,13 @@ 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)
|
||||
{
|
||||
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($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
NetworkLog.LogWarning($"[{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;
|
||||
}
|
||||
|
||||
var observers = networkObject.Observers;
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -733,7 +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);
|
||||
|
||||
@@ -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(
|
||||
|
||||
@@ -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(
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -177,6 +177,13 @@ namespace Unity.Netcode
|
||||
/// <inheritdoc />
|
||||
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
|
||||
{
|
||||
/// This is only invoked by <see cref="NetworkVariableDeltaMessage"/> and the only time
|
||||
/// keepDirtyDelta is set is when it is the server processing. To be able to handle previous
|
||||
/// versions, we use IsServer to keep the dirty states received and the keepDirtyDelta to
|
||||
/// actually mark this as dirty and add it to the list of <see cref="NetworkObject"/>s to
|
||||
/// be updated. With the forwarding of deltas being handled by <see cref="NetworkVariableDeltaMessage"/>,
|
||||
/// once all clients have been forwarded the dirty events, we clear them by invoking <see cref="PostDeltaRead"/>.
|
||||
var isServer = m_NetworkManager.IsServer;
|
||||
reader.ReadValueSafe(out ushort deltaCount);
|
||||
for (int i = 0; i < deltaCount; i++)
|
||||
{
|
||||
@@ -186,7 +193,7 @@ 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)
|
||||
@@ -199,7 +206,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -207,7 +214,11 @@ namespace Unity.Netcode
|
||||
Index = m_List.Length - 1,
|
||||
Value = m_List[m_List.Length - 1]
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -215,7 +226,7 @@ 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)
|
||||
{
|
||||
@@ -237,7 +248,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -245,14 +256,18 @@ namespace Unity.Netcode
|
||||
Index = index,
|
||||
Value = m_List[index]
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
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)
|
||||
{
|
||||
@@ -271,7 +286,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -279,7 +294,11 @@ namespace Unity.Netcode
|
||||
Index = index,
|
||||
Value = value
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -299,7 +318,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -307,7 +326,11 @@ namespace Unity.Netcode
|
||||
Index = index,
|
||||
Value = value
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -315,7 +338,7 @@ 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");
|
||||
@@ -335,7 +358,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -344,7 +367,11 @@ namespace Unity.Netcode
|
||||
Value = value,
|
||||
PreviousValue = previousValue
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -361,13 +388,18 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
Type = eventType
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -381,6 +413,18 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
/// <remarks>
|
||||
/// For NetworkList, we just need to reset dirty if a server has read deltas
|
||||
/// </remarks>
|
||||
internal override void PostDeltaRead()
|
||||
{
|
||||
if (m_NetworkManager.IsServer)
|
||||
{
|
||||
ResetDirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public IEnumerator<T> GetEnumerator()
|
||||
{
|
||||
@@ -393,7 +437,8 @@ 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 +459,8 @@ 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 +486,8 @@ 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 +522,8 @@ 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 +568,8 @@ namespace Unity.Netcode
|
||||
HandleAddListEvent(listEvent);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <inheritdoc />
|
||||
public T this[int index]
|
||||
{
|
||||
@@ -529,7 +579,8 @@ 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];
|
||||
|
||||
@@ -41,6 +41,7 @@ namespace Unity.Netcode
|
||||
base.OnInitialize();
|
||||
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
}
|
||||
|
||||
@@ -58,6 +59,7 @@ namespace Unity.Netcode
|
||||
: base(readPerm, writePerm)
|
||||
{
|
||||
m_InternalValue = value;
|
||||
m_InternalOriginalValue = default;
|
||||
// Since we start with IsDirty = true, this doesn't need to be duplicated
|
||||
// right away. It won't get read until after ResetDirty() is called, and
|
||||
// the duplicate will be made there. Avoiding calling
|
||||
@@ -76,6 +78,7 @@ namespace Unity.Netcode
|
||||
if (m_NetworkBehaviour == null || m_NetworkBehaviour != null && !m_NetworkBehaviour.NetworkObject.IsSpawned)
|
||||
{
|
||||
m_InternalValue = value;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
m_PreviousValue = default;
|
||||
}
|
||||
}
|
||||
@@ -86,6 +89,12 @@ namespace Unity.Netcode
|
||||
[SerializeField]
|
||||
private protected T m_InternalValue;
|
||||
|
||||
// The introduction of standard .NET collections caused an issue with permissions since there is no way to detect changes in the
|
||||
// collection without doing a full comparison. While this approach does consume more memory per collection instance, it is the
|
||||
// lowest risk approach to resolving the issue where a client with no write permissions could make changes to a collection locally
|
||||
// which can cause a myriad of issues.
|
||||
private protected T m_InternalOriginalValue;
|
||||
|
||||
private protected T m_PreviousValue;
|
||||
|
||||
private bool m_HasPreviousValue;
|
||||
@@ -94,27 +103,71 @@ 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;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
SetDirty(true);
|
||||
m_IsDisposed = false;
|
||||
OnValueChanged?.Invoke(previousValue, m_InternalValue);
|
||||
}
|
||||
|
||||
Set(value);
|
||||
m_IsDisposed = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <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();
|
||||
|
||||
// A client without permissions invoking this method should only check to assure the current value is equal to the last known current value
|
||||
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
|
||||
{
|
||||
// If modifications are detected, then revert back to the last known current value
|
||||
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
|
||||
{
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// 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()
|
||||
{
|
||||
return ref m_InternalValue;
|
||||
@@ -134,6 +187,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
m_InternalValue = default;
|
||||
m_InternalOriginalValue = default;
|
||||
if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
|
||||
{
|
||||
m_HasPreviousValue = false;
|
||||
@@ -156,6 +210,13 @@ namespace Unity.Netcode
|
||||
/// <returns>Whether or not the container is dirty</returns>
|
||||
public override bool IsDirty()
|
||||
{
|
||||
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
|
||||
// to the original collection value prior to applying updates (primarily for collections).
|
||||
if (!NetworkUpdaterCheck && m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
|
||||
{
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
|
||||
return true;
|
||||
}
|
||||
// For most cases we can use the dirty flag.
|
||||
// This doesn't work for cases where we're wrapping more complex types
|
||||
// like INetworkSerializable, NativeList, NativeArray, etc.
|
||||
@@ -167,11 +228,11 @@ namespace Unity.Netcode
|
||||
return true;
|
||||
}
|
||||
|
||||
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
|
||||
// Cache the dirty value so we don't perform this again if we already know we're dirty
|
||||
// Unfortunately we can't cache the NOT dirty state, because that might change
|
||||
// in between to checks... but the DIRTY state won't change until ResetDirty()
|
||||
// is called.
|
||||
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
|
||||
SetDirty(dirty);
|
||||
return dirty;
|
||||
}
|
||||
@@ -189,23 +250,12 @@ namespace Unity.Netcode
|
||||
{
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
// Once updated, assure the original current value is updated for future comparison purposes
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
}
|
||||
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>
|
||||
@@ -222,26 +272,65 @@ 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)
|
||||
{
|
||||
// todo:
|
||||
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
|
||||
// to the original collection value prior to applying updates (primarily for collections).
|
||||
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
|
||||
{
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
|
||||
}
|
||||
|
||||
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
|
||||
|
||||
// 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);
|
||||
|
||||
// LEGACY NOTE: This is only to handle NetworkVariableDeltaMessage Version 0 connections. The updated
|
||||
// NetworkVariableDeltaMessage no longer uses this approach.
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
SetDirty(true);
|
||||
}
|
||||
|
||||
OnValueChanged?.Invoke(previousValue, m_InternalValue);
|
||||
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This should be always invoked (client & server) to assure the previous values are set
|
||||
/// !! IMPORTANT !!
|
||||
/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
|
||||
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
|
||||
/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
|
||||
/// </summary>
|
||||
internal override void PostDeltaRead()
|
||||
{
|
||||
// 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);
|
||||
// Once updated, assure the original current value is updated for future comparison purposes
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void ReadField(FastBufferReader reader)
|
||||
{
|
||||
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
|
||||
// to the original collection value prior to applying updates (primarily for collections).
|
||||
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
|
||||
{
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
|
||||
}
|
||||
|
||||
NetworkVariableSerialization<T>.Read(reader, ref m_InternalValue);
|
||||
// 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.
|
||||
// We duplicate the final value after the read (for ReadField ONLY) so the previous value is at par
|
||||
// with the current value (since this is only invoked when initially synchronizing).
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
|
||||
// Once updated, assure the original current value is updated for future comparison purposes
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
@@ -249,5 +338,20 @@ namespace Unity.Netcode
|
||||
{
|
||||
NetworkVariableSerialization<T>.Write(writer, ref m_InternalValue);
|
||||
}
|
||||
|
||||
internal override void WriteFieldSynchronization(FastBufferWriter writer)
|
||||
{
|
||||
// If we have a pending update, then synchronize the client with the previously known
|
||||
// value since the updated version will be sent on the next tick or next time it is
|
||||
// set to be updated
|
||||
if (base.IsDirty() && m_HasPreviousValue)
|
||||
{
|
||||
NetworkVariableSerialization<T>.Write(writer, ref m_PreviousValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
base.WriteFieldSynchronization(writer);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,7 +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
|
||||
{
|
||||
@@ -177,7 +187,9 @@ namespace Unity.Netcode
|
||||
|
||||
internal bool CanSend()
|
||||
{
|
||||
var timeSinceLastUpdate = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime - LastUpdateSent;
|
||||
// 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 &&
|
||||
@@ -191,7 +203,8 @@ namespace Unity.Netcode
|
||||
|
||||
internal void UpdateLastSentTime()
|
||||
{
|
||||
LastUpdateSent = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
|
||||
// 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;
|
||||
@@ -238,6 +251,12 @@ namespace Unity.Netcode
|
||||
m_IsDirty = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only used during the NetworkBehaviourUpdater pass and only used for NetworkVariable.
|
||||
/// This is to bypass duplication of the "original internal value" for collections.
|
||||
/// </summary>
|
||||
internal bool NetworkUpdaterCheck;
|
||||
|
||||
/// <summary>
|
||||
/// Gets Whether or not the container is dirty
|
||||
/// </summary>
|
||||
@@ -254,6 +273,11 @@ 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)
|
||||
{
|
||||
@@ -276,6 +300,11 @@ 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:
|
||||
@@ -311,7 +340,6 @@ 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>
|
||||
@@ -319,6 +347,32 @@ namespace Unity.Netcode
|
||||
/// <param name="keepDirtyDelta">Whether or not the delta should be kept as dirty or consumed</param>
|
||||
public abstract void ReadDelta(FastBufferReader reader, bool keepDirtyDelta);
|
||||
|
||||
/// <summary>
|
||||
/// This should be always invoked (client & server) to assure the previous values are set
|
||||
/// !! IMPORTANT !!
|
||||
/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
|
||||
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
|
||||
/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
|
||||
/// </summary>
|
||||
internal virtual void PostDeltaRead()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// There are scenarios, specifically with collections, where a client could be synchronizing and
|
||||
/// some NetworkVariables have pending updates. To avoid duplicating entries, this is invoked only
|
||||
/// when sending the full synchronization information.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Derrived classes should send the previous value for synchronization so when the updated value
|
||||
/// is sent (after synchronizing the client) it will apply the updates.
|
||||
/// </remarks>
|
||||
/// <param name="writer"></param>
|
||||
internal virtual void WriteFieldSynchronization(FastBufferWriter writer)
|
||||
{
|
||||
WriteField(writer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Virtual <see cref="IDisposable"/> implementation
|
||||
/// </summary>
|
||||
@@ -327,47 +381,4 @@ 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,
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
40
Runtime/NetworkVariable/NetworkVariableTypes.cs
Normal file
40
Runtime/NetworkVariable/NetworkVariableTypes.cs
Normal 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,
|
||||
}
|
||||
}
|
||||
3
Runtime/NetworkVariable/NetworkVariableTypes.cs.meta
Normal file
3
Runtime/NetworkVariable/NetworkVariableTypes.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: df4a4005f1c842669f94a404019400ed
|
||||
timeCreated: 1718292058
|
||||
@@ -14,6 +14,9 @@ namespace Unity.Netcode
|
||||
/// <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}.");
|
||||
@@ -79,6 +82,11 @@ namespace Unity.Netcode
|
||||
}
|
||||
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`
|
||||
|
||||
@@ -3,11 +3,27 @@ using Unity.Collections;
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Interface used by NetworkVariables to serialize them
|
||||
/// Interface used by NetworkVariables to serialize them with additional information for the DA runtime
|
||||
/// </summary>
|
||||
///
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal interface INetworkVariableSerializer<T>
|
||||
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)
|
||||
|
||||
@@ -16,12 +16,6 @@ namespace Unity.Netcode
|
||||
|
||||
internal static bool IsDistributedAuthority => NetworkManager.IsDistributedAuthority;
|
||||
|
||||
/// <summary>
|
||||
/// The collection item type tells the CMB server how to read the bytes of each item in the collection
|
||||
/// </summary>
|
||||
/// DANGO-EXP TODO: Determine if this is distributed authority only and impacts of this in client-server
|
||||
internal static CollectionItemType Type = CollectionItemType.Unknown;
|
||||
|
||||
/// <summary>
|
||||
/// A callback to check if two values are equal.
|
||||
/// </summary>
|
||||
@@ -59,7 +53,20 @@ namespace Unity.Netcode
|
||||
/// <param name="value"></param>
|
||||
public static void Write(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
Serializer.Write(writer, ref 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>
|
||||
@@ -84,7 +91,14 @@ namespace Unity.Netcode
|
||||
/// <param name="value"></param>
|
||||
public static void Read(FastBufferReader reader, ref T value)
|
||||
{
|
||||
Serializer.Read(reader, ref value);
|
||||
if (IsDistributedAuthority)
|
||||
{
|
||||
Serializer.ReadDistributedAuthority(reader, ref value);
|
||||
}
|
||||
else
|
||||
{
|
||||
Serializer.Read(reader, ref value);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -106,7 +120,20 @@ namespace Unity.Netcode
|
||||
/// <param name="value"></param>
|
||||
public static void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue)
|
||||
{
|
||||
Serializer.WriteDelta(writer, ref value, ref 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>
|
||||
@@ -131,7 +158,14 @@ namespace Unity.Netcode
|
||||
/// <param name="value"></param>
|
||||
public static void ReadDelta(FastBufferReader reader, ref T value)
|
||||
{
|
||||
Serializer.ReadDelta(reader, ref value);
|
||||
if (IsDistributedAuthority)
|
||||
{
|
||||
Serializer.ReadDeltaDistributedAuthority(reader, ref value);
|
||||
}
|
||||
else
|
||||
{
|
||||
Serializer.ReadDelta(reader, ref value);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -38,14 +38,6 @@ namespace Unity.Netcode
|
||||
NetworkVariableSerialization<long>.AreEqual = NetworkVariableEquality<long>.ValueEquals;
|
||||
NetworkVariableSerialization<ulong>.Serializer = new UlongSerializer();
|
||||
NetworkVariableSerialization<ulong>.AreEqual = NetworkVariableEquality<ulong>.ValueEquals;
|
||||
|
||||
// DANGO-EXP TODO: Determine if this is distributed authority only and impacts of this in client-server
|
||||
NetworkVariableSerialization<short>.Type = CollectionItemType.Short;
|
||||
NetworkVariableSerialization<ushort>.Type = CollectionItemType.UShort;
|
||||
NetworkVariableSerialization<int>.Type = CollectionItemType.Int;
|
||||
NetworkVariableSerialization<uint>.Type = CollectionItemType.UInt;
|
||||
NetworkVariableSerialization<long>.Type = CollectionItemType.Long;
|
||||
NetworkVariableSerialization<ulong>.Type = CollectionItemType.ULong;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -55,8 +47,6 @@ namespace Unity.Netcode
|
||||
public static void InitializeSerializer_UnmanagedByMemcpy<T>() where T : unmanaged
|
||||
{
|
||||
NetworkVariableSerialization<T>.Serializer = new UnmanagedTypeSerializer<T>();
|
||||
// DANGO-EXP TODO: Determine if this is distributed authority only and impacts of this in client-server
|
||||
NetworkVariableSerialization<T>.Type = CollectionItemType.Unmanaged;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -10,6 +10,21 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal class ShortSerializer : INetworkVariableSerializer<short>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Short;
|
||||
public bool IsDistributedAuthorityOptimized => true;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref short value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref short value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref short value, ref short previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref short value) => Read(reader, ref value);
|
||||
|
||||
public void Write(FastBufferWriter writer, ref short value)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, value);
|
||||
@@ -46,6 +61,20 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal class UshortSerializer : INetworkVariableSerializer<ushort>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.UShort;
|
||||
public bool IsDistributedAuthorityOptimized => true;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref ushort value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref ushort value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref ushort value, ref ushort previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref ushort value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref ushort value)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, value);
|
||||
@@ -82,6 +111,20 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal class IntSerializer : INetworkVariableSerializer<int>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Int;
|
||||
public bool IsDistributedAuthorityOptimized => true;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref int value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref int value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref int value, ref int previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref int value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref int value)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, value);
|
||||
@@ -118,6 +161,20 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal class UintSerializer : INetworkVariableSerializer<uint>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.UInt;
|
||||
public bool IsDistributedAuthorityOptimized => true;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref uint value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref uint value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref uint value, ref uint previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref uint value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref uint value)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, value);
|
||||
@@ -154,6 +211,20 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal class LongSerializer : INetworkVariableSerializer<long>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Long;
|
||||
public bool IsDistributedAuthorityOptimized => true;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref long value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref long value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref long value, ref long previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref long value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref long value)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, value);
|
||||
@@ -190,6 +261,21 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal class UlongSerializer : INetworkVariableSerializer<ulong>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.ULong;
|
||||
public bool IsDistributedAuthorityOptimized => true;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref ulong value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref ulong value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref ulong value, ref ulong previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref ulong value) => Read(reader, ref value);
|
||||
|
||||
public void Write(FastBufferWriter writer, ref ulong value)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, value);
|
||||
@@ -231,6 +317,21 @@ namespace Unity.Netcode
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class UnmanagedTypeSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Unmanaged;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref T value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => Read(reader, ref value);
|
||||
|
||||
public void Write(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
writer.WriteUnmanagedSafe(value);
|
||||
@@ -264,6 +365,20 @@ namespace Unity.Netcode
|
||||
|
||||
internal class ListSerializer<T> : INetworkVariableSerializer<List<T>>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref List<T> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref List<T> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref List<T> value, ref List<T> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref List<T> value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref List<T> value)
|
||||
{
|
||||
var isNull = value == null;
|
||||
@@ -343,13 +458,30 @@ namespace Unity.Netcode
|
||||
duplicatedValue.Clear();
|
||||
foreach (var item in value)
|
||||
{
|
||||
duplicatedValue.Add(item);
|
||||
// This handles the nested list scenario List<List<T>>
|
||||
T subValue = default;
|
||||
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
|
||||
duplicatedValue.Add(subValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class HashSetSerializer<T> : INetworkVariableSerializer<HashSet<T>> where T : IEquatable<T>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref HashSet<T> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref HashSet<T> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref HashSet<T> value, ref HashSet<T> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref HashSet<T> value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref HashSet<T> value)
|
||||
{
|
||||
var isNull = value == null;
|
||||
@@ -419,6 +551,9 @@ namespace Unity.Netcode
|
||||
duplicatedValue.Clear();
|
||||
foreach (var item in value)
|
||||
{
|
||||
// Handles nested HashSets
|
||||
T subValue = default;
|
||||
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
|
||||
duplicatedValue.Add(item);
|
||||
}
|
||||
}
|
||||
@@ -428,6 +563,20 @@ namespace Unity.Netcode
|
||||
internal class DictionarySerializer<TKey, TVal> : INetworkVariableSerializer<Dictionary<TKey, TVal>>
|
||||
where TKey : IEquatable<TKey>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref Dictionary<TKey, TVal> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref Dictionary<TKey, TVal> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref Dictionary<TKey, TVal> value, ref Dictionary<TKey, TVal> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref Dictionary<TKey, TVal> value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref Dictionary<TKey, TVal> value)
|
||||
{
|
||||
var isNull = value == null;
|
||||
@@ -498,13 +647,32 @@ namespace Unity.Netcode
|
||||
duplicatedValue.Clear();
|
||||
foreach (var item in value)
|
||||
{
|
||||
duplicatedValue.Add(item.Key, item.Value);
|
||||
// Handles nested dictionaries
|
||||
TKey subKey = default;
|
||||
TVal subValue = default;
|
||||
NetworkVariableSerialization<TKey>.Duplicate(item.Key, ref subKey);
|
||||
NetworkVariableSerialization<TVal>.Duplicate(item.Value, ref subValue);
|
||||
duplicatedValue.Add(subKey, subValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class UnmanagedArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value, ref NativeArray<T> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
|
||||
{
|
||||
writer.WriteUnmanagedSafe(value);
|
||||
@@ -550,6 +718,20 @@ namespace Unity.Netcode
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
internal class UnmanagedListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeList<T> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value, ref NativeList<T> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeList<T> value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref NativeList<T> value)
|
||||
{
|
||||
writer.WriteUnmanagedSafe(value);
|
||||
@@ -593,6 +775,21 @@ namespace Unity.Netcode
|
||||
|
||||
internal class NativeHashSetSerializer<T> : INetworkVariableSerializer<NativeHashSet<T>> where T : unmanaged, IEquatable<T>
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeHashSet<T> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeHashSet<T> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeHashSet<T> value, ref NativeHashSet<T> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeHashSet<T> value) => Read(reader, ref value);
|
||||
|
||||
public void Write(FastBufferWriter writer, ref NativeHashSet<T> value)
|
||||
{
|
||||
writer.WriteValueSafe(value);
|
||||
@@ -638,6 +835,21 @@ namespace Unity.Netcode
|
||||
where TKey : unmanaged, IEquatable<TKey>
|
||||
where TVal : unmanaged
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeHashMap<TKey, TVal> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeHashMap<TKey, TVal> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeHashMap<TKey, TVal> value, ref NativeHashMap<TKey, TVal> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeHashMap<TKey, TVal> value) => Read(reader, ref value);
|
||||
|
||||
public void Write(FastBufferWriter writer, ref NativeHashMap<TKey, TVal> value)
|
||||
{
|
||||
writer.WriteValueSafe(value);
|
||||
@@ -680,12 +892,25 @@ namespace Unity.Netcode
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Serializer for FixedStrings
|
||||
/// Serializer for FixedStrings
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class FixedStringSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
// The item type can only be bytes for fixedStrings, so the DA runtime doesn't need details on it
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref T value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => Read(reader, ref value);
|
||||
|
||||
public void Write(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
@@ -710,7 +935,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
var val = value[i];
|
||||
var prevVal = previousValue[i];
|
||||
if (!NetworkVariableSerialization<byte>.AreEqual(ref val, ref prevVal))
|
||||
if (val != prevVal)
|
||||
{
|
||||
++numChanges;
|
||||
changes.Set(i);
|
||||
@@ -731,23 +956,15 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
writer.WriteByte(0); // Flag that we're sending a delta
|
||||
writer.WriteByteSafe(0); // Flag that we're sending a delta
|
||||
BytePacker.WriteValuePacked(writer, value.Length);
|
||||
writer.WriteValueSafe(changes);
|
||||
var ptr = value.GetUnsafePtr();
|
||||
var prevPtr = previousValue.GetUnsafePtr();
|
||||
for (var i = 0; i < value.Length; ++i)
|
||||
{
|
||||
if (changes.IsSet(i))
|
||||
{
|
||||
if (i < previousValue.Length)
|
||||
{
|
||||
NetworkVariableSerialization<byte>.WriteDelta(writer, ref ptr[i], ref prevPtr[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkVariableSerialization<byte>.Write(writer, ref ptr[i]);
|
||||
}
|
||||
writer.WriteByteSafe(ptr[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -779,7 +996,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (changes.IsSet(i))
|
||||
{
|
||||
reader.ReadByte(out ptr[i]);
|
||||
reader.ReadByteSafe(out ptr[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -802,6 +1019,20 @@ namespace Unity.Netcode
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class FixedStringArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value, ref NativeArray<T> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
|
||||
{
|
||||
writer.WriteValueSafe(value);
|
||||
@@ -852,6 +1083,21 @@ namespace Unity.Netcode
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class FixedStringListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeList<T> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value, ref NativeList<T> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeList<T> value) => Read(reader, ref value);
|
||||
|
||||
public void Write(FastBufferWriter writer, ref NativeList<T> value)
|
||||
{
|
||||
writer.WriteValueSafe(value);
|
||||
@@ -899,6 +1145,21 @@ namespace Unity.Netcode
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class UnmanagedNetworkSerializableSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged, INetworkSerializable
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref T value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => Read(reader, ref value);
|
||||
|
||||
public void Write(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
|
||||
@@ -951,6 +1212,20 @@ namespace Unity.Netcode
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class UnmanagedNetworkSerializableArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged, INetworkSerializable
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeArray<T> value, ref NativeArray<T> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeArray<T> value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
|
||||
{
|
||||
writer.WriteNetworkSerializable(value);
|
||||
@@ -1001,6 +1276,21 @@ namespace Unity.Netcode
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class UnmanagedNetworkSerializableListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged, INetworkSerializable
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref NativeList<T> value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref NativeList<T> value, ref NativeList<T> previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref NativeList<T> value) => Read(reader, ref value);
|
||||
|
||||
public void Write(FastBufferWriter writer, ref NativeList<T> value)
|
||||
{
|
||||
writer.WriteNetworkSerializable(value);
|
||||
@@ -1048,6 +1338,20 @@ namespace Unity.Netcode
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class ManagedNetworkSerializableSerializer<T> : INetworkVariableSerializer<T> where T : class, INetworkSerializable, new()
|
||||
{
|
||||
public NetworkVariableType Type => NetworkVariableType.Value;
|
||||
public bool IsDistributedAuthorityOptimized => false;
|
||||
|
||||
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
Write(writer, ref value);
|
||||
}
|
||||
|
||||
public void ReadDistributedAuthority(FastBufferReader reader, ref T value)
|
||||
{
|
||||
Read(reader, ref value);
|
||||
}
|
||||
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => Write(writer, ref value);
|
||||
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => Read(reader, ref value);
|
||||
public void Write(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.Serialization;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
|
||||
internal static class SerializationTools
|
||||
{
|
||||
public delegate void WriteDelegate<T>(FastBufferWriter writer, ref T value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static void WriteWithSize<T>(WriteDelegate<T> writeMethod, FastBufferWriter writer, ref T value)
|
||||
{
|
||||
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
|
||||
// to pack here, we'd have to write data to a temporary buffer and copy it in - which
|
||||
// isn't worth possibly saving one byte if and only if the data is less than 63 bytes long...
|
||||
// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
|
||||
writer.WriteValueSafe((ushort)0);
|
||||
var startPos = writer.Position;
|
||||
writeMethod(writer, ref value);
|
||||
var size = writer.Position - startPos;
|
||||
writer.Seek(writePos);
|
||||
writer.WriteValueSafe((ushort)size);
|
||||
writer.Seek(startPos + size);
|
||||
}
|
||||
|
||||
public delegate void ReadDelegate<T>(FastBufferReader writer, ref T value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static void ReadWithSize<T>(ReadDelegate<T> readMethod, FastBufferReader reader, ref T value)
|
||||
{
|
||||
reader.ReadValueSafe(out ushort _);
|
||||
readMethod(reader, ref value);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static void WriteType(FastBufferWriter writer, NetworkVariableType type) => writer.WriteValueSafe(type);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static void ReadType<T>(FastBufferReader reader, INetworkVariableSerializer<T> serializer)
|
||||
{
|
||||
reader.ReadValueSafe(out NetworkVariableType type);
|
||||
if (type != serializer.Type)
|
||||
{
|
||||
throw new SerializationException();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 52a4ce368df54b0a8887c08f3402bcd3
|
||||
timeCreated: 1718300602
|
||||
@@ -227,6 +227,11 @@ namespace Unity.Netcode
|
||||
foreach (var sceneToUnload in m_ScenesToUnload)
|
||||
{
|
||||
SceneManager.UnloadSceneAsync(sceneToUnload);
|
||||
// Update the ScenesLoaded when we unload scenes
|
||||
if (sceneManager.ScenesLoaded.ContainsKey(sceneToUnload.handle))
|
||||
{
|
||||
sceneManager.ScenesLoaded.Remove(sceneToUnload.handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -328,8 +333,9 @@ namespace Unity.Netcode
|
||||
public void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode)
|
||||
{
|
||||
var sceneManager = networkManager.SceneManager;
|
||||
// Don't let non-authority set this value
|
||||
if ((!networkManager.DistributedAuthorityMode && !networkManager.IsServer) || (networkManager.DistributedAuthorityMode && !networkManager.LocalClient.IsSessionOwner))
|
||||
// In client-server, we don't let client's set this value.
|
||||
// In distributed authority, since session owner can be promoted clients can set this value
|
||||
if (!networkManager.DistributedAuthorityMode && !networkManager.IsServer)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
@@ -338,7 +344,7 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
else // Warn users if they are changing this after there are clients already connected and synchronized
|
||||
if (networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
|
||||
if (!networkManager.DistributedAuthorityMode && networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
|
||||
@@ -774,6 +774,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// This setting changes how clients handle scene loading when initially synchronizing with the server.<br />
|
||||
/// The server or host should set this value as clients will automatically be synchronized with the server (or host) side.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <b>LoadSceneMode.Single:</b> All currently loaded scenes on the client will be unloaded and the
|
||||
/// server's currently active scene will be loaded in single mode on the client unless it was already
|
||||
@@ -2406,16 +2407,6 @@ namespace Unity.Netcode
|
||||
NetworkManager.ConnectionManager.CreateAndSpawnPlayer(NetworkManager.LocalClientId);
|
||||
}
|
||||
|
||||
// Client is now synchronized and fully "connected". This also means the client can send "RPCs" at this time
|
||||
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(NetworkManager.LocalClientId);
|
||||
|
||||
// Notify the client that they have finished synchronizing
|
||||
OnSceneEvent?.Invoke(new SceneEvent()
|
||||
{
|
||||
SceneEventType = sceneEventData.SceneEventType,
|
||||
ClientId = NetworkManager.LocalClientId, // Client sent this to the server
|
||||
});
|
||||
|
||||
// Process any SceneEventType.ObjectSceneChanged messages that
|
||||
// were deferred while synchronizing and migrate the associated
|
||||
// NetworkObjects to their newly assigned scenes.
|
||||
@@ -2429,6 +2420,16 @@ namespace Unity.Netcode
|
||||
SceneManagerHandler.UnloadUnassignedScenes(NetworkManager);
|
||||
}
|
||||
|
||||
// Client is now synchronized and fully "connected". This also means the client can send "RPCs" at this time
|
||||
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(NetworkManager.LocalClientId);
|
||||
|
||||
// Notify the client that they have finished synchronizing
|
||||
OnSceneEvent?.Invoke(new SceneEvent()
|
||||
{
|
||||
SceneEventType = sceneEventData.SceneEventType,
|
||||
ClientId = NetworkManager.LocalClientId, // Client sent this to the server
|
||||
});
|
||||
|
||||
OnSynchronizeComplete?.Invoke(NetworkManager.LocalClientId);
|
||||
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
||||
@@ -2436,10 +2437,7 @@ namespace Unity.Netcode
|
||||
NetworkLog.LogInfo($"[Client-{NetworkManager.LocalClientId}][Scene Management Enabled] Synchronization complete!");
|
||||
}
|
||||
// For convenience, notify all NetworkBehaviours that synchronization is complete.
|
||||
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
networkObject.InternalNetworkSessionSynchronized();
|
||||
}
|
||||
NetworkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
|
||||
|
||||
if (NetworkManager.DistributedAuthorityMode && HasSceneAuthority() && IsRestoringSession)
|
||||
{
|
||||
@@ -2552,17 +2550,6 @@ namespace Unity.Netcode
|
||||
// At this point the client is considered fully "connected"
|
||||
if ((NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner) || !NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
|
||||
{
|
||||
// DANGO-EXP TODO: Remove this once service is sending the synchronization message to all clients
|
||||
if (NetworkManager.ConnectedClients.ContainsKey(clientId) && NetworkManager.ConnectionManager.ConnectedClientIds.Contains(clientId) && NetworkManager.ConnectedClientsList.Contains(NetworkManager.ConnectedClients[clientId]))
|
||||
{
|
||||
EndSceneEvent(sceneEventId);
|
||||
return;
|
||||
}
|
||||
NetworkManager.ConnectionManager.AddClient(clientId);
|
||||
}
|
||||
|
||||
// Notify the local server that a client has finished synchronizing
|
||||
OnSceneEvent?.Invoke(new SceneEvent()
|
||||
{
|
||||
@@ -2577,6 +2564,20 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
// Notify the local server that a client has finished synchronizing
|
||||
OnSceneEvent?.Invoke(new SceneEvent()
|
||||
{
|
||||
SceneEventType = sceneEventData.SceneEventType,
|
||||
SceneName = string.Empty,
|
||||
ClientId = clientId
|
||||
});
|
||||
|
||||
// Show any NetworkObjects that are:
|
||||
// - Hidden from the session owner
|
||||
// - Owned by this client
|
||||
// - Has NetworkObject.SpawnWithObservers set to true (the default)
|
||||
NetworkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(clientId);
|
||||
|
||||
// DANGO-EXP TODO: Remove this once service distributes objects
|
||||
// Non-session owners receive this notification from newly connected clients and upon receiving
|
||||
// the event they will redistribute their NetworkObjects
|
||||
@@ -2591,9 +2592,6 @@ namespace Unity.Netcode
|
||||
// At this time the client is fully synchronized with all loaded scenes and
|
||||
// NetworkObjects and should be considered "fully connected". Send the
|
||||
// notification that the client is connected.
|
||||
// TODO 2023: We should have a better name for this or have multiple states the
|
||||
// client progresses through (the name and associated legacy behavior/expected state
|
||||
// of the client was persisted since MLAPI)
|
||||
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(clientId);
|
||||
|
||||
if (NetworkManager.IsHost)
|
||||
@@ -2666,9 +2664,14 @@ namespace Unity.Netcode
|
||||
EventData = sceneEventData,
|
||||
};
|
||||
// Forward synchronization to client then exit early because DAHost is not the current session owner
|
||||
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.CurrentSessionOwner);
|
||||
EndSceneEvent(sceneEventData.SceneEventId);
|
||||
return;
|
||||
foreach (var client in NetworkManager.ConnectedClientsIds)
|
||||
{
|
||||
if (client == NetworkManager.LocalClientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, client);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
@@ -320,9 +320,11 @@ namespace Unity.Netcode
|
||||
internal void AddSpawnedNetworkObjects()
|
||||
{
|
||||
m_NetworkObjectsSync.Clear();
|
||||
// If distributed authority mode and sending to the service, then ignore observers
|
||||
var distributedAuthoritySendingToService = m_NetworkManager.DistributedAuthorityMode && TargetClientId == NetworkManager.ServerClientId;
|
||||
foreach (var sobj in m_NetworkManager.SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
if (sobj.Observers.Contains(TargetClientId))
|
||||
if (sobj.Observers.Contains(TargetClientId) || distributedAuthoritySendingToService)
|
||||
{
|
||||
m_NetworkObjectsSync.Add(sobj);
|
||||
}
|
||||
@@ -666,12 +668,14 @@ namespace Unity.Netcode
|
||||
// Write our count place holder (must not be packed!)
|
||||
writer.WriteValueSafe((ushort)0);
|
||||
var distributedAuthority = m_NetworkManager.DistributedAuthorityMode;
|
||||
// If distributed authority mode and sending to the service, then ignore observers
|
||||
var distributedAuthoritySendingToService = distributedAuthority && TargetClientId == NetworkManager.ServerClientId;
|
||||
|
||||
foreach (var keyValuePairByGlobalObjectIdHash in m_NetworkManager.SceneManager.ScenePlacedObjects)
|
||||
{
|
||||
foreach (var keyValuePairBySceneHandle in keyValuePairByGlobalObjectIdHash.Value)
|
||||
{
|
||||
if (keyValuePairBySceneHandle.Value.Observers.Contains(TargetClientId))
|
||||
if (keyValuePairBySceneHandle.Value.Observers.Contains(TargetClientId) || distributedAuthoritySendingToService)
|
||||
{
|
||||
// Serialize the NetworkObject
|
||||
var sceneObject = keyValuePairBySceneHandle.Value.GetMessageSceneObject(TargetClientId, distributedAuthority);
|
||||
|
||||
@@ -700,7 +700,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
if (Handle->Position + size > Handle->AllowedWriteMark)
|
||||
{
|
||||
throw new OverflowException($"Attempted to write without first calling {nameof(TryBeginWrite)}()");
|
||||
throw new OverflowException($"Attempted to write without first calling {nameof(TryBeginWrite)}(), Position+Size={Handle->Position + size} > AllowedWriteMark={Handle->AllowedWriteMark}");
|
||||
}
|
||||
#endif
|
||||
UnsafeUtility.MemCpy((Handle->BufferPointer + Handle->Position), value + offset, size);
|
||||
@@ -729,7 +729,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (!TryBeginWriteInternal(size))
|
||||
{
|
||||
throw new OverflowException("Writing past the end of the buffer");
|
||||
throw new OverflowException($"Writing past the end of the buffer, size is {size} bytes but remaining capacity is {Handle->Capacity - Handle->Position} bytes");
|
||||
}
|
||||
UnsafeUtility.MemCpy((Handle->BufferPointer + Handle->Position), value + offset, size);
|
||||
Handle->Position += size;
|
||||
|
||||
@@ -72,11 +72,22 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var player in m_PlayerObjects)
|
||||
{
|
||||
player.Observers.Add(playerObject.OwnerClientId);
|
||||
playerObject.Observers.Add(player.OwnerClientId);
|
||||
// If the player's SpawnWithObservers is not set then do not add the new player object's owner as an observer.
|
||||
if (player.SpawnWithObservers)
|
||||
{
|
||||
player.Observers.Add(playerObject.OwnerClientId);
|
||||
}
|
||||
|
||||
// If the new player object's SpawnWithObservers is not set then do not add this player as an observer to the new player object.
|
||||
if (playerObject.SpawnWithObservers)
|
||||
{
|
||||
playerObject.Observers.Add(player.OwnerClientId);
|
||||
}
|
||||
}
|
||||
|
||||
m_PlayerObjects.Add(playerObject);
|
||||
if (!m_PlayerObjectsTable.ContainsKey(playerObject.OwnerClientId))
|
||||
{
|
||||
@@ -423,8 +434,31 @@ namespace Unity.Netcode
|
||||
ChangeOwnership(networkObject, NetworkManager.ServerClientId, true);
|
||||
}
|
||||
|
||||
private Dictionary<ulong, float> m_LastChangeInOwnership = new Dictionary<ulong, float>();
|
||||
private const int k_MaximumTickOwnershipChangeMultiplier = 6;
|
||||
|
||||
internal void ChangeOwnership(NetworkObject networkObject, ulong clientId, bool isAuthorized, bool isRequestApproval = false)
|
||||
{
|
||||
// For client-server:
|
||||
// If ownership changes faster than the latency between the client-server and there are NetworkVariables being updated during ownership changes,
|
||||
// then notify the user they could potentially lose state updates if developer logging is enabled.
|
||||
if (!NetworkManager.DistributedAuthorityMode && m_LastChangeInOwnership.ContainsKey(networkObject.NetworkObjectId) && m_LastChangeInOwnership[networkObject.NetworkObjectId] > Time.realtimeSinceStartup)
|
||||
{
|
||||
var hasNetworkVariables = false;
|
||||
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
|
||||
{
|
||||
hasNetworkVariables = networkObject.ChildNetworkBehaviours[i].NetworkVariableFields.Count > 0;
|
||||
if (hasNetworkVariables)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hasNetworkVariables && NetworkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogWarningServer($"[Rapid Ownership Change Detected][Potential Loss in State] Detected a rapid change in ownership that exceeds a frequency less than {k_MaximumTickOwnershipChangeMultiplier}x the current network tick rate! Provide at least {k_MaximumTickOwnershipChangeMultiplier}x the current network tick rate between ownership changes to avoid NetworkVariable state loss.");
|
||||
}
|
||||
}
|
||||
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// If are not authorized and this is not an approved ownership change, then check to see if we can change ownership
|
||||
@@ -497,15 +531,21 @@ namespace Unity.Netcode
|
||||
// Always notify locally on the server when ownership is lost
|
||||
networkObject.InvokeBehaviourOnLostOwnership();
|
||||
|
||||
networkObject.MarkVariablesDirty(true);
|
||||
NetworkManager.BehaviourUpdater.AddForUpdate(networkObject);
|
||||
|
||||
// Authority adds entries for all client ownership
|
||||
UpdateOwnershipTable(networkObject, networkObject.OwnerClientId);
|
||||
|
||||
// Always notify locally on the server when a new owner is assigned
|
||||
networkObject.InvokeBehaviourOnGainedOwnership();
|
||||
|
||||
if (networkObject.PreviousOwnerId == NetworkManager.LocalClientId)
|
||||
{
|
||||
// Mark any owner read variables as dirty
|
||||
networkObject.MarkOwnerReadVariablesDirty();
|
||||
// Immediately queue any pending deltas and order the message before the
|
||||
// change in ownership message.
|
||||
NetworkManager.BehaviourUpdater.NetworkBehaviourUpdate(true);
|
||||
}
|
||||
|
||||
var size = 0;
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
@@ -569,6 +609,17 @@ namespace Unity.Netcode
|
||||
/// This gets called specifically *after* sending the ownership message so any additional messages that need to proceed an ownership
|
||||
/// change can be sent from NetworkBehaviours that override the <see cref="NetworkBehaviour.OnOwnershipChanged"></see>
|
||||
networkObject.InvokeOwnershipChanged(networkObject.PreviousOwnerId, clientId);
|
||||
|
||||
// Keep track of the ownership change frequency to assure a user is not exceeding changes faster than 2x the current Tick Rate.
|
||||
if (!NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (!m_LastChangeInOwnership.ContainsKey(networkObject.NetworkObjectId))
|
||||
{
|
||||
m_LastChangeInOwnership.Add(networkObject.NetworkObjectId, 0.0f);
|
||||
}
|
||||
var tickFrequency = 1.0f / NetworkManager.NetworkConfig.TickRate;
|
||||
m_LastChangeInOwnership[networkObject.NetworkObjectId] = Time.realtimeSinceStartup + (tickFrequency * k_MaximumTickOwnershipChangeMultiplier);
|
||||
}
|
||||
}
|
||||
|
||||
internal bool HasPrefab(NetworkObject.SceneObject sceneObject)
|
||||
@@ -643,7 +694,7 @@ 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)
|
||||
{
|
||||
@@ -695,14 +746,14 @@ namespace Unity.Netcode
|
||||
/// Gets the right NetworkObject prefab instance to spawn. If a handler is registered or there is an override assigned to the
|
||||
/// passed in globalObjectIdHash value, then that is what will be instantiated, spawned, and returned.
|
||||
/// </summary>
|
||||
internal NetworkObject GetNetworkObjectToSpawn(uint globalObjectIdHash, ulong ownerId, Vector3 position = default, Quaternion rotation = default, bool isScenePlaced = false)
|
||||
internal NetworkObject GetNetworkObjectToSpawn(uint globalObjectIdHash, ulong ownerId, Vector3? position, Quaternion? rotation, bool isScenePlaced = false)
|
||||
{
|
||||
NetworkObject networkObject = null;
|
||||
// If the prefab hash has a registered INetworkPrefabInstanceHandler derived class
|
||||
if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
|
||||
{
|
||||
// Let the handler spawn the NetworkObject
|
||||
networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerId, position, rotation);
|
||||
networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerId, position ?? default, rotation ?? default);
|
||||
networkObject.NetworkManagerOwner = NetworkManager;
|
||||
}
|
||||
else
|
||||
@@ -752,8 +803,10 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create prefab instance
|
||||
// Create prefab instance while applying any pre-assigned position and rotation values
|
||||
networkObject = UnityEngine.Object.Instantiate(networkPrefabReference).GetComponent<NetworkObject>();
|
||||
networkObject.transform.position = position ?? networkObject.transform.position;
|
||||
networkObject.transform.rotation = rotation ?? networkObject.transform.rotation;
|
||||
networkObject.NetworkManagerOwner = NetworkManager;
|
||||
networkObject.PrefabGlobalObjectIdHash = globalObjectIdHash;
|
||||
}
|
||||
@@ -1581,20 +1634,46 @@ namespace Unity.Netcode
|
||||
{
|
||||
foreach (var entry in ClientsToShowObject)
|
||||
{
|
||||
SendSpawnCallForObserverUpdate(entry.Value.ToArray(), entry.Key);
|
||||
if (entry.Key != null && entry.Key.IsSpawned)
|
||||
{
|
||||
try
|
||||
{
|
||||
SendSpawnCallForObserverUpdate(entry.Value.ToArray(), entry.Key);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
if (NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ClientsToShowObject.Clear();
|
||||
ObjectsToShowToClient.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle NetworkObjects to show
|
||||
// Server or Host handling of NetworkObjects to show
|
||||
foreach (var client in ObjectsToShowToClient)
|
||||
{
|
||||
ulong clientId = client.Key;
|
||||
foreach (var networkObject in client.Value)
|
||||
{
|
||||
SendSpawnCallForObject(clientId, networkObject);
|
||||
if (networkObject != null && networkObject.IsSpawned)
|
||||
{
|
||||
try
|
||||
{
|
||||
SendSpawnCallForObject(clientId, networkObject);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
if (NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ObjectsToShowToClient.Clear();
|
||||
@@ -1820,11 +1899,14 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
var currentTick = serverTime.Tick;
|
||||
var deferredCallbackObjects = DeferredDespawnObjects.Where((c) => c.HasDeferredDespawnCheck);
|
||||
var deferredCallbackCount = deferredCallbackObjects.Count();
|
||||
for (int i = 0; i < deferredCallbackCount - 1; i++)
|
||||
var deferredCallbackCount = DeferredDespawnObjects.Count();
|
||||
for (int i = 0; i < deferredCallbackCount; i++)
|
||||
{
|
||||
var deferredObjectEntry = deferredCallbackObjects.ElementAt(i);
|
||||
var deferredObjectEntry = DeferredDespawnObjects[i];
|
||||
if (!deferredObjectEntry.HasDeferredDespawnCheck)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var networkObject = SpawnedObjects[deferredObjectEntry.NetworkObjectId];
|
||||
// Double check to make sure user did not remove the callback
|
||||
if (networkObject.OnDeferredDespawnComplete != null)
|
||||
@@ -1849,9 +1931,15 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
var despawnObjects = DeferredDespawnObjects.Where((c) => c.TickToDespawn < currentTick).ToList();
|
||||
foreach (var deferredObjectEntry in despawnObjects)
|
||||
// Parse backwards so we can remove objects as we parse through them
|
||||
for (int i = DeferredDespawnObjects.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var deferredObjectEntry = DeferredDespawnObjects[i];
|
||||
if (deferredObjectEntry.TickToDespawn >= currentTick)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!SpawnedObjects.ContainsKey(deferredObjectEntry.NetworkObjectId))
|
||||
{
|
||||
DeferredDespawnObjects.Remove(deferredObjectEntry);
|
||||
@@ -1863,5 +1951,66 @@ namespace Unity.Netcode
|
||||
DeferredDespawnObjects.Remove(deferredObjectEntry);
|
||||
}
|
||||
}
|
||||
|
||||
internal void NotifyNetworkObjectsSynchronized()
|
||||
{
|
||||
// Users could spawn NetworkObjects during these notifications.
|
||||
// Create a separate list from the hashset to avoid list modification errors.
|
||||
var spawnedObjects = SpawnedObjectsList.ToList();
|
||||
foreach (var networkObject in spawnedObjects)
|
||||
{
|
||||
networkObject.InternalNetworkSessionSynchronized();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Distributed Authority Only
|
||||
/// Should be invoked on non-session owner clients when a newly joined client is finished
|
||||
/// synchronizing in order to "show" (spawn) anything that might be currently hidden from
|
||||
/// the session owner.
|
||||
/// </summary>
|
||||
internal void ShowHiddenObjectsToNewlyJoinedClient(ulong newClientId)
|
||||
{
|
||||
if (!NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (NetworkManager == null || !NetworkManager.ShutdownInProgress && NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
Debug.LogWarning($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} invoked while !");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (!NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
Debug.LogError($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} should only be invoked when using a distributed authority network topology!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (NetworkManager.LocalClient.IsSessionOwner)
|
||||
{
|
||||
Debug.LogError($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} should only be invoked on a non-session owner client!");
|
||||
return;
|
||||
}
|
||||
var localClientId = NetworkManager.LocalClient.ClientId;
|
||||
var sessionOwnerId = NetworkManager.CurrentSessionOwner;
|
||||
foreach (var networkObject in SpawnedObjectsList)
|
||||
{
|
||||
if (networkObject.SpawnWithObservers && networkObject.OwnerClientId == localClientId && !networkObject.Observers.Contains(sessionOwnerId))
|
||||
{
|
||||
if (networkObject.Observers.Contains(newClientId))
|
||||
{
|
||||
if (NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
// Track if there is some other location where the client is being added to the observers list when the object is hidden from the session owner
|
||||
Debug.LogWarning($"[{networkObject.name}] Has new client as an observer but it is hidden from the session owner!");
|
||||
}
|
||||
// For now, remove the client (impossible for the new client to have an instance since the session owner doesn't) to make sure newly added
|
||||
// code to handle this edge case works.
|
||||
networkObject.Observers.Remove(newClientId);
|
||||
}
|
||||
networkObject.NetworkShow(newClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -428,6 +428,31 @@ namespace Unity.Netcode.Transports.UTP
|
||||
|
||||
protected NetworkDriver m_Driver;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a reference to the <see cref="Networking.Transport.NetworkDriver"/>.
|
||||
/// </summary>
|
||||
/// <returns>ref <see cref="Networking.Transport.NetworkDriver"/></returns>
|
||||
public ref NetworkDriver GetNetworkDriver()
|
||||
{
|
||||
return ref m_Driver;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the local sytem's <see cref="NetworkEndpoint"/> that is assigned for the current network session.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If the driver is not created it will return an invalid <see cref="NetworkEndpoint"/>.
|
||||
/// </remarks>
|
||||
/// <returns><see cref="NetworkEndpoint"/></returns>
|
||||
public NetworkEndpoint GetLocalEndpoint()
|
||||
{
|
||||
if (m_Driver.IsCreated)
|
||||
{
|
||||
return m_Driver.GetLocalEndpoint();
|
||||
}
|
||||
return new NetworkEndpoint();
|
||||
}
|
||||
|
||||
private PacketLossCache m_PacketLossCache = new PacketLossCache();
|
||||
|
||||
private State m_State = State.Disconnected;
|
||||
@@ -450,7 +475,10 @@ namespace Unity.Netcode.Transports.UTP
|
||||
|
||||
private RelayServerData m_RelayServerData;
|
||||
|
||||
internal NetworkManager NetworkManager;
|
||||
/// <summary>
|
||||
/// NetworkManager associated to this transport instance
|
||||
/// </summary>
|
||||
protected NetworkManager m_NetworkManager;
|
||||
|
||||
private IRealTimeProvider m_RealTimeProvider;
|
||||
|
||||
@@ -795,10 +823,10 @@ namespace Unity.Netcode.Transports.UTP
|
||||
}
|
||||
|
||||
var mtu = 0;
|
||||
if (NetworkManager)
|
||||
if (m_NetworkManager)
|
||||
{
|
||||
var ngoClientId = NetworkManager.ConnectionManager.TransportIdToClientId(sendTarget.ClientId);
|
||||
mtu = NetworkManager.GetPeerMTU(ngoClientId);
|
||||
var ngoClientId = m_NetworkManager.ConnectionManager.TransportIdToClientId(sendTarget.ClientId);
|
||||
mtu = m_NetworkManager.GetPeerMTU(ngoClientId);
|
||||
}
|
||||
|
||||
new SendBatchedMessagesJob
|
||||
@@ -947,7 +975,7 @@ namespace Unity.Netcode.Transports.UTP
|
||||
}
|
||||
|
||||
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
|
||||
if (NetworkManager)
|
||||
if (m_NetworkManager)
|
||||
{
|
||||
ExtractNetworkMetrics();
|
||||
}
|
||||
@@ -963,16 +991,16 @@ namespace Unity.Netcode.Transports.UTP
|
||||
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
|
||||
private void ExtractNetworkMetrics()
|
||||
{
|
||||
if (NetworkManager.IsServer)
|
||||
if (m_NetworkManager.IsServer)
|
||||
{
|
||||
var ngoConnectionIds = NetworkManager.ConnectedClients.Keys;
|
||||
var ngoConnectionIds = m_NetworkManager.ConnectedClients.Keys;
|
||||
foreach (var ngoConnectionId in ngoConnectionIds)
|
||||
{
|
||||
if (ngoConnectionId == 0 && NetworkManager.IsHost)
|
||||
if (ngoConnectionId == 0 && m_NetworkManager.IsHost)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var transportClientId = NetworkManager.ConnectionManager.ClientIdToTransportId(ngoConnectionId);
|
||||
var transportClientId = m_NetworkManager.ConnectionManager.ClientIdToTransportId(ngoConnectionId);
|
||||
ExtractNetworkMetricsForClient(transportClientId);
|
||||
}
|
||||
}
|
||||
@@ -992,10 +1020,10 @@ namespace Unity.Netcode.Transports.UTP
|
||||
ExtractNetworkMetricsFromPipeline(m_UnreliableSequencedFragmentedPipeline, networkConnection);
|
||||
ExtractNetworkMetricsFromPipeline(m_ReliableSequencedPipeline, networkConnection);
|
||||
|
||||
var rttValue = NetworkManager.IsServer ? 0 : ExtractRtt(networkConnection);
|
||||
var rttValue = m_NetworkManager.IsServer ? 0 : ExtractRtt(networkConnection);
|
||||
NetworkMetrics.UpdateRttToServer(rttValue);
|
||||
|
||||
var packetLoss = NetworkManager.IsServer ? 0 : ExtractPacketLoss(networkConnection);
|
||||
var packetLoss = m_NetworkManager.IsServer ? 0 : ExtractPacketLoss(networkConnection);
|
||||
NetworkMetrics.UpdatePacketLoss(packetLoss);
|
||||
}
|
||||
|
||||
@@ -1199,9 +1227,9 @@ namespace Unity.Netcode.Transports.UTP
|
||||
// use the transport client ID) or from a user (which will be using the NGO client ID).
|
||||
// So we just try both cases (ExtractRtt returns 0 for invalid connections).
|
||||
|
||||
if (NetworkManager != null)
|
||||
if (m_NetworkManager != null)
|
||||
{
|
||||
var transportId = NetworkManager.ConnectionManager.ClientIdToTransportId(clientId);
|
||||
var transportId = m_NetworkManager.ConnectionManager.ClientIdToTransportId(clientId);
|
||||
|
||||
var rtt = ExtractRtt(ParseClientId(transportId));
|
||||
if (rtt > 0)
|
||||
@@ -1221,14 +1249,14 @@ namespace Unity.Netcode.Transports.UTP
|
||||
{
|
||||
Debug.Assert(sizeof(ulong) == UnsafeUtility.SizeOf<NetworkConnection>(), "Netcode connection id size does not match UTP connection id size");
|
||||
|
||||
NetworkManager = networkManager;
|
||||
m_NetworkManager = networkManager;
|
||||
|
||||
if (NetworkManager && NetworkManager.PortOverride.Overidden)
|
||||
if (m_NetworkManager && m_NetworkManager.PortOverride.Overidden)
|
||||
{
|
||||
ConnectionData.Port = NetworkManager.PortOverride.Value;
|
||||
ConnectionData.Port = m_NetworkManager.PortOverride.Value;
|
||||
}
|
||||
|
||||
m_RealTimeProvider = NetworkManager ? NetworkManager.RealTimeProvider : new RealTimeProvider();
|
||||
m_RealTimeProvider = m_NetworkManager ? m_NetworkManager.RealTimeProvider : new RealTimeProvider();
|
||||
|
||||
m_NetworkSettings = new NetworkSettings(Allocator.Persistent);
|
||||
|
||||
@@ -1322,7 +1350,7 @@ namespace Unity.Netcode.Transports.UTP
|
||||
// provide any reliability guarantees anymore. Disconnect the client since at
|
||||
// this point they're bound to become desynchronized.
|
||||
|
||||
var ngoClientId = NetworkManager?.ConnectionManager.TransportIdToClientId(clientId) ?? clientId;
|
||||
var ngoClientId = m_NetworkManager?.ConnectionManager.TransportIdToClientId(clientId) ?? clientId;
|
||||
Debug.LogError($"Couldn't add payload of size {payload.Count} to reliable send queue. " +
|
||||
$"Closing connection {ngoClientId} as reliability guarantees can't be maintained.");
|
||||
|
||||
@@ -1479,7 +1507,7 @@ namespace Unity.Netcode.Transports.UTP
|
||||
|
||||
protected override NetworkTopologyTypes OnCurrentTopology()
|
||||
{
|
||||
return NetworkManager != null ? NetworkManager.NetworkConfig.NetworkTopology : NetworkTopologyTypes.ClientServer;
|
||||
return m_NetworkManager != null ? m_NetworkManager.NetworkConfig.NetworkTopology : NetworkTopologyTypes.ClientServer;
|
||||
}
|
||||
|
||||
private string m_ServerPrivateKey;
|
||||
@@ -1555,7 +1583,7 @@ namespace Unity.Netcode.Transports.UTP
|
||||
heartbeatTimeoutMS: transport.m_HeartbeatTimeoutMS);
|
||||
|
||||
#if UNITY_WEBGL && !UNITY_EDITOR
|
||||
if (NetworkManager.IsServer && m_ProtocolType != ProtocolType.RelayUnityTransport)
|
||||
if (m_NetworkManager.IsServer && m_ProtocolType != ProtocolType.RelayUnityTransport)
|
||||
{
|
||||
throw new Exception("WebGL as a server is not supported by Unity Transport, outside the Editor.");
|
||||
}
|
||||
@@ -1577,7 +1605,7 @@ namespace Unity.Netcode.Transports.UTP
|
||||
}
|
||||
else
|
||||
{
|
||||
if (NetworkManager.IsServer)
|
||||
if (m_NetworkManager.IsServer)
|
||||
{
|
||||
if (string.IsNullOrEmpty(m_ServerCertificate) || string.IsNullOrEmpty(m_ServerPrivateKey))
|
||||
{
|
||||
|
||||
@@ -72,6 +72,11 @@
|
||||
"name": "com.unity.services.multiplayer",
|
||||
"expression": "0.2.0",
|
||||
"define": "MULTIPLAYER_SERVICES_SDK_INSTALLED"
|
||||
},
|
||||
{
|
||||
"name": "Unity",
|
||||
"expression": "6000.0.11f1",
|
||||
"define": "COM_UNITY_MODULES_PHYSICS2D_LINEAR"
|
||||
}
|
||||
],
|
||||
"noEngineReferences": false
|
||||
|
||||
@@ -677,6 +677,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
foreach (var sceneToUnload in m_ScenesToUnload)
|
||||
{
|
||||
SceneManager.UnloadSceneAsync(sceneToUnload.Key);
|
||||
// Update the ScenesLoaded when we unload scenes
|
||||
if (sceneManager.ScenesLoaded.ContainsKey(sceneToUnload.Key.handle))
|
||||
{
|
||||
sceneManager.ScenesLoaded.Remove(sceneToUnload.Key.handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -795,8 +800,9 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
var sceneManager = networkManager.SceneManager;
|
||||
|
||||
// Don't let client's set this value
|
||||
if (!networkManager.IsServer)
|
||||
// In client-server, we don't let client's set this value.
|
||||
// In dsitributed authority, since session owner can be promoted clients can set this value
|
||||
if (!networkManager.DistributedAuthorityMode && !networkManager.IsServer)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
@@ -804,7 +810,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
|
||||
else if (!networkManager.DistributedAuthorityMode && networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
|
||||
@@ -24,10 +24,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// Used to determine if a NetcodeIntegrationTest is currently running to
|
||||
/// determine how clients will load scenes
|
||||
/// </summary>
|
||||
protected const float k_DefaultTimeoutPeriod = 8.0f;
|
||||
protected const float k_TickFrequency = 1.0f / k_DefaultTickRate;
|
||||
internal static bool IsRunning { get; private set; }
|
||||
|
||||
protected static TimeoutHelper s_GlobalTimeoutHelper = new TimeoutHelper(8.0f);
|
||||
protected static WaitForSecondsRealtime s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
|
||||
protected static TimeoutHelper s_GlobalTimeoutHelper = new TimeoutHelper(k_DefaultTimeoutPeriod);
|
||||
protected static WaitForSecondsRealtime s_DefaultWaitForTick = new WaitForSecondsRealtime(k_TickFrequency);
|
||||
|
||||
public NetcodeLogAssert NetcodeLogAssert;
|
||||
public enum SceneManagementState
|
||||
@@ -303,6 +304,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
OnOneTimeSetup();
|
||||
|
||||
VerboseDebug($"Exiting {nameof(OneTimeSetup)}");
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
// Default to not log the serialized type not optimized warning message when testing.
|
||||
NetworkManager.DisableNotOptimizedSerializedType = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -539,9 +545,14 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
private bool AllPlayerObjectClonesSpawned(NetworkManager joinedClient)
|
||||
{
|
||||
m_InternalErrorLog.Clear();
|
||||
// If we are not checking for spawned players then exit early with a success
|
||||
if (!ShouldCheckForSpawnedPlayers())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Continue to populate the PlayerObjects list until all player object (local and clone) are found
|
||||
ClientNetworkManagerPostStart(joinedClient);
|
||||
|
||||
var playerObjectRelative = m_ServerNetworkManager.SpawnManager.PlayerObjects.Where((c) => c.OwnerClientId == joinedClient.LocalClientId).FirstOrDefault();
|
||||
if (playerObjectRelative == null)
|
||||
{
|
||||
@@ -845,6 +856,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
protected virtual bool LogAllMessages => false;
|
||||
|
||||
protected virtual bool ShouldCheckForSpawnedPlayers()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
|
||||
/// returns true.
|
||||
@@ -933,7 +950,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{m_ServerNetworkManager.LocalClientId}'s player object!\n {m_InternalErrorLog}");
|
||||
}
|
||||
}
|
||||
ClientNetworkManagerPostStartInit();
|
||||
|
||||
if (ShouldCheckForSpawnedPlayers())
|
||||
{
|
||||
ClientNetworkManagerPostStartInit();
|
||||
}
|
||||
|
||||
// Notification that at this time the server and client(s) are instantiated,
|
||||
// started, and connected on both sides.
|
||||
yield return OnServerAndClientsConnected();
|
||||
@@ -1025,7 +1047,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
}
|
||||
}
|
||||
|
||||
ClientNetworkManagerPostStartInit();
|
||||
if (ShouldCheckForSpawnedPlayers())
|
||||
{
|
||||
ClientNetworkManagerPostStartInit();
|
||||
}
|
||||
|
||||
// Notification that at this time the server and client(s) are instantiated,
|
||||
// started, and connected on both sides.
|
||||
|
||||
@@ -326,20 +326,30 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
s_IsStarted = false;
|
||||
|
||||
// Shutdown the server which forces clients to disconnect
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
try
|
||||
{
|
||||
networkManager.Shutdown();
|
||||
s_Hooks.Remove(networkManager);
|
||||
}
|
||||
|
||||
// Destroy the network manager instances
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
{
|
||||
if (networkManager.gameObject != null)
|
||||
// Shutdown the server which forces clients to disconnect
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
{
|
||||
Object.DestroyImmediate(networkManager.gameObject);
|
||||
if (networkManager != null && networkManager.IsListening)
|
||||
{
|
||||
networkManager?.Shutdown();
|
||||
s_Hooks.Remove(networkManager);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the network manager instances
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
{
|
||||
if (networkManager != null && networkManager.gameObject)
|
||||
{
|
||||
Object.DestroyImmediate(networkManager.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
|
||||
NetworkManagerInstances.Clear();
|
||||
@@ -620,7 +630,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
/// Similar to WaitForClientConnected, this waits for multiple clients to be connected.
|
||||
/// </summary>
|
||||
/// <param name="clients">The clients to be connected</param>
|
||||
/// <param name="result">The result. If null, it will automatically assert<</param>
|
||||
/// <param name="result">The result. If null, it will automatically assert</param>
|
||||
/// <param name="maxFrames">The max frames to wait for</param>
|
||||
/// <returns></returns>
|
||||
public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
|
||||
|
||||
@@ -5,11 +5,13 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// Will automatically register for the NetworkVariable OnValueChanged
|
||||
/// delegate handler. It then will expose that single delegate invocation
|
||||
/// delegate handler. It then will expose that single delegate invocation
|
||||
/// to anything that registers for this NetworkVariableHelper's instance's OnValueChanged event.
|
||||
/// This allows us to register any NetworkVariable type as well as there are basically two "types of types":
|
||||
/// IEquatable<T>
|
||||
/// ValueType
|
||||
/// <list type="bullet">
|
||||
/// <item>IEquatable<T></item>
|
||||
/// <item>ValueType</item>
|
||||
/// </list>
|
||||
/// From both we can then at least determine if the value indeed changed
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
@@ -20,7 +22,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
public event OnMyValueChangedDelegateHandler OnValueChanged;
|
||||
|
||||
/// <summary>
|
||||
/// IEquatable<T> Equals Check
|
||||
/// IEquatable<T> Equals Check
|
||||
/// </summary>
|
||||
private void CheckVariableChanged(IEquatable<T> previous, IEquatable<T> next)
|
||||
{
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
@@ -8,58 +9,162 @@ using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
internal class ConnectionApprovalTests
|
||||
[TestFixture(PlayerCreation.Prefab)]
|
||||
[TestFixture(PlayerCreation.PrefabHash)]
|
||||
[TestFixture(PlayerCreation.NoPlayer)]
|
||||
[TestFixture(PlayerCreation.FailValidation)]
|
||||
internal class ConnectionApprovalTests : IntegrationTestWithApproximation
|
||||
{
|
||||
private Guid m_ValidationToken;
|
||||
private bool m_IsValidated;
|
||||
private const string k_InvalidToken = "Invalid validation token!";
|
||||
|
||||
[SetUp]
|
||||
public void Setup()
|
||||
public enum PlayerCreation
|
||||
{
|
||||
// Create, instantiate, and host
|
||||
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None));
|
||||
Prefab,
|
||||
PrefabHash,
|
||||
NoPlayer,
|
||||
FailValidation
|
||||
}
|
||||
private PlayerCreation m_PlayerCreation;
|
||||
private bool m_ClientDisconnectReasonValidated;
|
||||
private Vector3 m_ExpectedPosition;
|
||||
private Quaternion m_ExpectedRotation;
|
||||
|
||||
private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
|
||||
|
||||
public ConnectionApprovalTests(PlayerCreation playerCreation)
|
||||
{
|
||||
m_PlayerCreation = playerCreation;
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 1;
|
||||
|
||||
private Guid m_ValidationToken;
|
||||
|
||||
protected override bool ShouldCheckForSpawnedPlayers()
|
||||
{
|
||||
return m_PlayerCreation != PlayerCreation.NoPlayer;
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
if (m_PlayerCreation == PlayerCreation.Prefab || m_PlayerCreation == PlayerCreation.PrefabHash)
|
||||
{
|
||||
m_ExpectedPosition = GetRandomVector3(-10.0f, 10.0f);
|
||||
m_ExpectedRotation = Quaternion.Euler(GetRandomVector3(-359.98f, 359.98f));
|
||||
}
|
||||
|
||||
m_ClientDisconnectReasonValidated = false;
|
||||
m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
|
||||
m_Validated.Clear();
|
||||
m_ValidationToken = Guid.NewGuid();
|
||||
var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
|
||||
m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
|
||||
m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
|
||||
if (m_PlayerCreation == PlayerCreation.PrefabHash)
|
||||
{
|
||||
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
|
||||
}
|
||||
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
|
||||
m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
|
||||
if (m_PlayerCreation == PlayerCreation.PrefabHash)
|
||||
{
|
||||
client.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
|
||||
}
|
||||
client.NetworkConfig.ConnectionApproval = true;
|
||||
client.NetworkConfig.ConnectionData = m_PlayerCreation == PlayerCreation.FailValidation ? Encoding.UTF8.GetBytes(Guid.NewGuid().ToString()) : validationToken;
|
||||
if (m_PlayerCreation == PlayerCreation.FailValidation)
|
||||
{
|
||||
client.OnClientDisconnectCallback += Client_OnClientDisconnectCallback;
|
||||
}
|
||||
}
|
||||
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
private void Client_OnClientDisconnectCallback(ulong clientId)
|
||||
{
|
||||
m_ClientNetworkManagers[0].OnClientDisconnectCallback -= Client_OnClientDisconnectCallback;
|
||||
m_ClientDisconnectReasonValidated = m_ClientNetworkManagers[0].LocalClientId == clientId && m_ClientNetworkManagers[0].DisconnectReason == k_InvalidToken;
|
||||
}
|
||||
|
||||
private bool ClientAndHostValidated()
|
||||
{
|
||||
if (!m_Validated.ContainsKey(m_ServerNetworkManager.LocalClientId) || !m_Validated[m_ServerNetworkManager.LocalClientId])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (m_PlayerCreation == PlayerCreation.FailValidation)
|
||||
{
|
||||
return m_ClientDisconnectReasonValidated;
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!m_Validated.ContainsKey(client.LocalClientId) || !m_Validated[client.LocalClientId])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool ValidatePlayersPositionRotation()
|
||||
{
|
||||
foreach (var playerEntries in m_PlayerNetworkObjects)
|
||||
{
|
||||
foreach (var player in playerEntries.Value)
|
||||
{
|
||||
if (!Approximately(player.Value.transform.position, m_ExpectedPosition))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!Approximately(player.Value.transform.rotation, m_ExpectedRotation))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ConnectionApproval()
|
||||
{
|
||||
NetworkManagerHelper.NetworkManagerObject.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
|
||||
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionApproval = true;
|
||||
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.PlayerPrefab = null;
|
||||
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionData = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
|
||||
m_IsValidated = false;
|
||||
NetworkManagerHelper.NetworkManagerObject.StartHost();
|
||||
yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
|
||||
AssertOnTimeout("Timed out waiting for all clients to be approved!");
|
||||
|
||||
var timeOut = Time.realtimeSinceStartup + 3.0f;
|
||||
var timedOut = false;
|
||||
while (!m_IsValidated)
|
||||
if (m_PlayerCreation == PlayerCreation.Prefab || m_PlayerCreation == PlayerCreation.PrefabHash)
|
||||
{
|
||||
yield return new WaitForSeconds(0.01f);
|
||||
if (timeOut < Time.realtimeSinceStartup)
|
||||
{
|
||||
timedOut = true;
|
||||
}
|
||||
yield return WaitForConditionOrTimeOut(ValidatePlayersPositionRotation);
|
||||
AssertOnTimeout("Not all player prefabs spawned in the correct position and/or rotation!");
|
||||
}
|
||||
|
||||
//Make sure we didn't time out
|
||||
Assert.False(timedOut);
|
||||
Assert.True(m_IsValidated);
|
||||
}
|
||||
|
||||
private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
|
||||
{
|
||||
var stringGuid = Encoding.UTF8.GetString(request.Payload);
|
||||
|
||||
if (m_ValidationToken.ToString() == stringGuid)
|
||||
{
|
||||
m_IsValidated = true;
|
||||
m_Validated.Add(request.ClientNetworkId, true);
|
||||
response.Approved = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
response.Approved = false;
|
||||
response.Reason = "Invalid validation token!";
|
||||
}
|
||||
|
||||
response.Approved = m_IsValidated;
|
||||
response.CreatePlayerObject = false;
|
||||
response.Position = null;
|
||||
response.Rotation = null;
|
||||
response.PlayerPrefabHash = null;
|
||||
response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
|
||||
response.Position = m_ExpectedPosition;
|
||||
response.Rotation = m_ExpectedRotation;
|
||||
response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
|
||||
}
|
||||
|
||||
|
||||
@@ -78,13 +183,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
Assert.True(currentHash != newHash, $"Hashed {nameof(NetworkConfig)} values {currentHash} and {newHash} should not be the same!");
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
// Stop, shutdown, and destroy
|
||||
NetworkManagerHelper.ShutdownNetworkManager();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -82,7 +82,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
public IEnumerator ValidateApprovalTimeout()
|
||||
{
|
||||
// Just delay for a second
|
||||
yield return new WaitForSeconds(1);
|
||||
yield return new WaitForSeconds(k_TestTimeoutPeriod * 0.25f);
|
||||
|
||||
// Verify we haven't received the time out message yet
|
||||
NetcodeLogAssert.LogWasNotReceived(LogType.Log, m_ExpectedLogMessage);
|
||||
|
||||
@@ -670,7 +670,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
|
||||
|
||||
WaitForAllClientsToReceive<ChangeOwnershipMessage, NetworkVariableDeltaMessage>();
|
||||
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
@@ -678,9 +678,9 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.IsTrue(manager.DeferMessageCalled);
|
||||
Assert.IsFalse(manager.ProcessTriggersCalled);
|
||||
|
||||
Assert.AreEqual(4, manager.DeferredMessageCountTotal());
|
||||
Assert.AreEqual(4, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
|
||||
Assert.AreEqual(4, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
|
||||
Assert.AreEqual(3, manager.DeferredMessageCountTotal());
|
||||
Assert.AreEqual(3, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
|
||||
Assert.AreEqual(3, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
|
||||
Assert.AreEqual(0, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab));
|
||||
AddPrefabsToClient(client);
|
||||
}
|
||||
@@ -812,7 +812,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
serverObject.GetComponent<NetworkObject>().ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
|
||||
|
||||
WaitForAllClientsToReceive<ChangeOwnershipMessage, NetworkVariableDeltaMessage>();
|
||||
WaitForAllClientsToReceive<ChangeOwnershipMessage>();
|
||||
|
||||
// Validate messages are deferred and pending
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
@@ -821,10 +821,10 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.IsTrue(manager.DeferMessageCalled);
|
||||
Assert.IsFalse(manager.ProcessTriggersCalled);
|
||||
|
||||
Assert.AreEqual(5, manager.DeferredMessageCountTotal());
|
||||
Assert.AreEqual(4, manager.DeferredMessageCountTotal());
|
||||
|
||||
Assert.AreEqual(4, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
|
||||
Assert.AreEqual(4, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
|
||||
Assert.AreEqual(3, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnSpawn));
|
||||
Assert.AreEqual(3, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnSpawn, serverObject.GetComponent<NetworkObject>().NetworkObjectId));
|
||||
Assert.AreEqual(1, manager.DeferredMessageCountForType(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab));
|
||||
Assert.AreEqual(1, manager.DeferredMessageCountForKey(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, serverObject.GetComponent<NetworkObject>().GlobalObjectIdHash));
|
||||
AddPrefabsToClient(client);
|
||||
|
||||
@@ -180,6 +180,9 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.IsTrue(m_DisconnectedEvent[m_ServerNetworkManager].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the server {nameof(NetworkManager)} disconnect event entry!");
|
||||
Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ClientNetworkManagers[0]), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!");
|
||||
Assert.IsTrue(m_DisconnectedEvent[m_ClientNetworkManagers[0]].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the client {nameof(NetworkManager)} disconnect event entry!");
|
||||
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsIds.Count == 1, $"Expected connected client identifiers count to be 1 but it was {m_ServerNetworkManager.ConnectedClientsIds.Count}!");
|
||||
Assert.IsTrue(m_ServerNetworkManager.ConnectedClients.Count == 1, $"Expected connected client identifiers count to be 1 but it was {m_ServerNetworkManager.ConnectedClients.Count}!");
|
||||
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsList.Count == 1, $"Expected connected client identifiers count to be 1 but it was {m_ServerNetworkManager.ConnectedClientsList.Count}!");
|
||||
}
|
||||
|
||||
if (m_OwnerPersistence == OwnerPersistence.DestroyWithOwner)
|
||||
|
||||
@@ -38,11 +38,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
internal class TestNetworkComponent : NetworkBehaviour
|
||||
{
|
||||
public NetworkList<int> MyNetworkList = new NetworkList<int>(new List<int> { 1, 2, 3 });
|
||||
|
||||
[Rpc(SendTo.NotAuthority)]
|
||||
public void TestNotAuthorityRpc(byte[] _)
|
||||
{
|
||||
}
|
||||
public NetworkVariable<int> MyNetworkVar = new NetworkVariable<int>(3);
|
||||
|
||||
[Rpc(SendTo.Authority)]
|
||||
public void TestAuthorityRpc(byte[] _)
|
||||
@@ -87,7 +83,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Client.LogLevel = LogLevel.Developer;
|
||||
|
||||
// Validate we are in distributed authority mode with client side spawning and using CMB Service
|
||||
Assert.True(Client.DistributedAuthorityMode, "Distributed authority is not set!");
|
||||
Assert.True(Client.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority, "Distributed authority topology is not set!");
|
||||
Assert.True(Client.AutoSpawnPlayerPrefabClientSide, "Client side spawning is not set!");
|
||||
Assert.True(Client.CMBServiceConnection, "CMBServiceConnection is not set!");
|
||||
|
||||
@@ -101,6 +97,9 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
protected override IEnumerator OnStartedServerAndClients()
|
||||
{
|
||||
// Validate the NetworkManager are in distributed authority mode
|
||||
Assert.True(Client.DistributedAuthorityMode, "Distributed authority is not set!");
|
||||
|
||||
// Register hooks after starting clients and server (in this case just the one client)
|
||||
// We do this at this point in time because the MessageManager exists (happens within the same call stack when starting NetworkManagers)
|
||||
m_ClientCodecHook = new CodecTestHooks();
|
||||
@@ -219,12 +218,44 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NotAuthorityRpc()
|
||||
public IEnumerator NetworkVariableDelta_WithValueUpdate()
|
||||
{
|
||||
Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>().TestNotAuthorityRpc(new byte[] { 1, 2, 3, 4 });
|
||||
var networkObj = CreateNetworkObjectPrefab("TestObject");
|
||||
networkObj.AddComponent<TestNetworkComponent>();
|
||||
var instance = SpawnObject(networkObj, Client);
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
|
||||
var component = instance.GetComponent<TestNetworkComponent>();
|
||||
|
||||
// Universal Rpcs are sent as a ProxyMessage (which contains an RpcMessage)
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<ProxyMessage>();
|
||||
var newValue = 5;
|
||||
component.MyNetworkVar.Value = newValue;
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
|
||||
Assert.AreEqual(newValue, component.MyNetworkVar.Value);
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NetworkListDelta_WithValueUpdate()
|
||||
{
|
||||
var networkObj = CreateNetworkObjectPrefab("TestObject");
|
||||
networkObj.AddComponent<TestNetworkComponent>();
|
||||
var instance = SpawnObject(networkObj, Client);
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
|
||||
var component = instance.GetComponent<TestNetworkComponent>();
|
||||
|
||||
component.MyNetworkList.Add(5);
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
|
||||
component.MyNetworkList.Add(6);
|
||||
component.MyNetworkList.Add(7);
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
|
||||
component.MyNetworkList.Insert(1, 8);
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
|
||||
component.MyNetworkList.Insert(8, 11);
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
|
||||
component.MyNetworkList.Remove(6);
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
|
||||
component.MyNetworkList.RemoveAt(2);
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
|
||||
component.MyNetworkList.Clear();
|
||||
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
|
||||
@@ -0,0 +1,154 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixture(HostOrServer.DAHost, true)]
|
||||
[TestFixture(HostOrServer.DAHost, false)]
|
||||
public class ExtendedNetworkShowAndHideTests : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 3;
|
||||
private bool m_EnableSceneManagement;
|
||||
private GameObject m_ObjectToSpawn;
|
||||
private NetworkObject m_SpawnedObject;
|
||||
private NetworkManager m_ClientToHideFrom;
|
||||
private NetworkManager m_LateJoinClient;
|
||||
private NetworkManager m_SpawnOwner;
|
||||
|
||||
public ExtendedNetworkShowAndHideTests(HostOrServer hostOrServer, bool enableSceneManagement) : base(hostOrServer)
|
||||
{
|
||||
m_EnableSceneManagement = enableSceneManagement;
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
if (!UseCMBService())
|
||||
{
|
||||
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
|
||||
}
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
client.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
|
||||
}
|
||||
|
||||
m_ObjectToSpawn = CreateNetworkObjectPrefab("TestObject");
|
||||
m_ObjectToSpawn.SetActive(false);
|
||||
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
private bool AllClientsSpawnedObject()
|
||||
{
|
||||
if (!UseCMBService())
|
||||
{
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_SpawnedObject.NetworkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!s_GlobalNetworkObjects[client.LocalClientId].ContainsKey(m_SpawnedObject.NetworkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsClientPromotedToSessionOwner()
|
||||
{
|
||||
if (!UseCMBService())
|
||||
{
|
||||
if (m_ServerNetworkManager.CurrentSessionOwner != m_ClientToHideFrom.LocalClientId)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!client.IsConnectedClient)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (client.CurrentSessionOwner != m_ClientToHideFrom.LocalClientId)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnNewClientCreated(NetworkManager networkManager)
|
||||
{
|
||||
m_LateJoinClient = networkManager;
|
||||
networkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
|
||||
networkManager.NetworkConfig.Prefabs = m_SpawnOwner.NetworkConfig.Prefabs;
|
||||
base.OnNewClientCreated(networkManager);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This test validates the following NetworkShow - NetworkHide issue:
|
||||
/// - During a session, a spawned object is hidden from a client.
|
||||
/// - The current session owner disconnects and the client the object is hidden from is prommoted to the session owner.
|
||||
/// - A new client joins and the newly promoted session owner synchronizes the newly joined client with only objects visible to it.
|
||||
/// - Any already connected non-session owner client should "NetworkShow" the object to the newly connected client
|
||||
/// (but only if the hidden object has SpawnWithObservers enabled)
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator HiddenObjectPromotedSessionOwnerNewClientSynchronizes()
|
||||
{
|
||||
// Get the test relative session owner
|
||||
var sessionOwner = UseCMBService() ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
|
||||
m_SpawnOwner = UseCMBService() ? m_ClientNetworkManagers[1] : m_ClientNetworkManagers[0];
|
||||
m_ClientToHideFrom = UseCMBService() ? m_ClientNetworkManagers[NumberOfClients - 1] : m_ClientNetworkManagers[1];
|
||||
m_ObjectToSpawn.SetActive(true);
|
||||
|
||||
// Spawn the object with a non-session owner client
|
||||
m_SpawnedObject = SpawnObject(m_ObjectToSpawn, m_SpawnOwner).GetComponent<NetworkObject>();
|
||||
yield return WaitForConditionOrTimeOut(AllClientsSpawnedObject);
|
||||
AssertOnTimeout($"Not all clients spawned and instance of {m_SpawnedObject.name}");
|
||||
|
||||
// Hide the spawned object from the to be promoted session owner
|
||||
m_SpawnedObject.NetworkHide(m_ClientToHideFrom.LocalClientId);
|
||||
|
||||
yield return WaitForConditionOrTimeOut(() => !m_ClientToHideFrom.SpawnManager.SpawnedObjects.ContainsKey(m_SpawnedObject.NetworkObjectId));
|
||||
AssertOnTimeout($"{m_SpawnedObject.name} was not hidden from Client-{m_ClientToHideFrom.LocalClientId}!");
|
||||
|
||||
// Promoted a new session owner (DAHost promotes while CMB Session we disconnect the current session owner)
|
||||
if (!UseCMBService())
|
||||
{
|
||||
m_ServerNetworkManager.PromoteSessionOwner(m_ClientToHideFrom.LocalClientId);
|
||||
}
|
||||
else
|
||||
{
|
||||
sessionOwner.Shutdown();
|
||||
}
|
||||
|
||||
// Wait for the new session owner to be promoted and for all clients to acknowledge the promotion
|
||||
yield return WaitForConditionOrTimeOut(IsClientPromotedToSessionOwner);
|
||||
AssertOnTimeout($"Client-{m_ClientToHideFrom.LocalClientId} was not promoted as session owner on all client instances!");
|
||||
|
||||
// Connect a new client instance
|
||||
yield return CreateAndStartNewClient();
|
||||
|
||||
// Assure the newly connected client is synchronized with the NetworkObject hidden from the newly promoted session owner
|
||||
yield return WaitForConditionOrTimeOut(() => m_LateJoinClient.SpawnManager.SpawnedObjects.ContainsKey(m_SpawnedObject.NetworkObjectId));
|
||||
AssertOnTimeout($"Client-{m_LateJoinClient.LocalClientId} never spawned {nameof(NetworkObject)} {m_SpawnedObject.name}!");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a6389d04d9080b24b99de7e6900a064c
|
||||
97
Tests/Runtime/DistributedAuthority/RpcProxyMessageTesting.cs
Normal file
97
Tests/Runtime/DistributedAuthority/RpcProxyMessageTesting.cs
Normal file
@@ -0,0 +1,97 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
/// <summary>
|
||||
/// This test validates PR-3000 where it would invoke
|
||||
/// TODO:
|
||||
/// We really need to get the service running during tests
|
||||
/// so we can validate these issues. While this test does
|
||||
/// partially validate it we still need to manually validate
|
||||
/// with a service connection.
|
||||
/// </summary>
|
||||
[TestFixture(HostOrServer.Host)]
|
||||
[TestFixture(HostOrServer.DAHost)]
|
||||
public class RpcProxyMessageTesting : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 2;
|
||||
|
||||
private List<RpcProxyText> m_ProxyTestInstances = new List<RpcProxyText>();
|
||||
|
||||
private StringBuilder m_ValidationLogger = new StringBuilder();
|
||||
|
||||
public RpcProxyMessageTesting(HostOrServer hostOrServer) : base(hostOrServer) { }
|
||||
|
||||
protected override IEnumerator OnSetup()
|
||||
{
|
||||
m_ProxyTestInstances.Clear();
|
||||
return base.OnSetup();
|
||||
}
|
||||
|
||||
protected override void OnCreatePlayerPrefab()
|
||||
{
|
||||
m_PlayerPrefab.AddComponent<RpcProxyText>();
|
||||
base.OnCreatePlayerPrefab();
|
||||
}
|
||||
|
||||
|
||||
private bool ValidateRpcProxyRpcs()
|
||||
{
|
||||
m_ValidationLogger.Clear();
|
||||
foreach (var proxy in m_ProxyTestInstances)
|
||||
{
|
||||
if (proxy.ReceivedRpc.Count < NumberOfClients)
|
||||
{
|
||||
m_ValidationLogger.AppendLine($"Not all clients received RPC from Client-{proxy.OwnerClientId}!");
|
||||
}
|
||||
foreach (var clientId in proxy.ReceivedRpc)
|
||||
{
|
||||
if (clientId == proxy.OwnerClientId)
|
||||
{
|
||||
m_ValidationLogger.AppendLine($"Client-{proxy.OwnerClientId} sent itself an Rpc!");
|
||||
}
|
||||
}
|
||||
}
|
||||
return m_ValidationLogger.Length == 0;
|
||||
}
|
||||
|
||||
|
||||
public IEnumerator ProxyDoesNotInvokeOnSender()
|
||||
{
|
||||
m_ProxyTestInstances.Add(m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<RpcProxyText>());
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
m_ProxyTestInstances.Add(client.LocalClient.PlayerObject.GetComponent<RpcProxyText>());
|
||||
}
|
||||
|
||||
foreach (var clientProxyTest in m_ProxyTestInstances)
|
||||
{
|
||||
clientProxyTest.SendToEveryOneButMe();
|
||||
}
|
||||
|
||||
yield return WaitForConditionOrTimeOut(ValidateRpcProxyRpcs);
|
||||
AssertOnTimeout(m_ValidationLogger.ToString());
|
||||
}
|
||||
|
||||
public class RpcProxyText : NetworkBehaviour
|
||||
{
|
||||
public List<ulong> ReceivedRpc = new List<ulong>();
|
||||
|
||||
public void SendToEveryOneButMe()
|
||||
{
|
||||
var baseTarget = NetworkManager.DistributedAuthorityMode ? RpcTarget.NotAuthority : RpcTarget.NotMe;
|
||||
TestRpc(baseTarget);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.SpecifiedInParams)]
|
||||
private void TestRpc(RpcParams rpcParams = default)
|
||||
{
|
||||
ReceivedRpc.Add(rpcParams.Receive.SenderClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22d1d751fe245f7419f8393090c27106
|
||||
@@ -59,13 +59,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
public void Changed(int before, int after)
|
||||
{
|
||||
VerboseDebug($"Value changed from {before} to {after} on {NetworkManager.LocalClientId}");
|
||||
VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkVariable] Value changed from {before} to {after}");
|
||||
ValueOnClient[NetworkManager.LocalClientId] = after;
|
||||
}
|
||||
public void ListChanged(NetworkListEvent<int> listEvent)
|
||||
{
|
||||
Debug.Log($"ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
|
||||
Debug.Assert(ExpectedSize == MyNetworkList.Count);
|
||||
VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkList] ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
|
||||
Debug.Assert(ExpectedSize == MyNetworkList.Count, $"[{name}] List change failure! Expected Count: {ExpectedSize} Actual Count:{MyNetworkList.Count}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -185,10 +185,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
var otherClient = m_ServerNetworkManager.ConnectedClientsList[2];
|
||||
m_NetSpawnedObject = SpawnObject(m_TestNetworkPrefab, m_ClientNetworkManagers[1]).GetComponent<NetworkObject>();
|
||||
|
||||
yield return RefreshGameObects(4);
|
||||
yield return RefreshGameObects(NumberOfClients);
|
||||
|
||||
// === Check spawn occurred
|
||||
yield return WaitForSpawnCount(NumberOfClients + 1);
|
||||
|
||||
AssertOnTimeout($"Timed out waiting for all clients to spawn {m_NetSpawnedObject.name}");
|
||||
|
||||
Debug.Assert(HiddenVariableObject.SpawnCount == NumberOfClients + 1);
|
||||
VerboseDebug("Objects spawned");
|
||||
|
||||
@@ -205,7 +208,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
// ==== Hide our object to a different client
|
||||
HiddenVariableObject.ExpectedSize = 2;
|
||||
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
|
||||
|
||||
currentValueSet = 3;
|
||||
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
|
||||
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
|
||||
@@ -222,7 +224,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
VerboseDebug("Object spawned");
|
||||
|
||||
// ==== We need a refresh for the newly re-spawned object
|
||||
yield return RefreshGameObects(4);
|
||||
yield return RefreshGameObects(NumberOfClients);
|
||||
|
||||
currentValueSet = 4;
|
||||
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
|
||||
|
||||
@@ -239,5 +239,45 @@ namespace Unity.Netcode.RuntimeTests
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public unsafe void ErrorMessageIsPrintedWhenAttemptingToSendNamedMessageWithTooBigBuffer()
|
||||
{
|
||||
// First try a valid send with the maximum allowed size (this is atm 1264)
|
||||
var msgSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(ulong)/*MessageName hash*/ - sizeof(NetworkBatchHeader);
|
||||
var bufferSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize;
|
||||
var messageName = Guid.NewGuid().ToString();
|
||||
var messageContent = new byte[msgSize];
|
||||
var writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, FirstClient.LocalClientId, writer);
|
||||
}
|
||||
|
||||
msgSize++;
|
||||
messageContent = new byte[msgSize];
|
||||
writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
var message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
|
||||
message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, FirstClient.LocalClientId, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -194,5 +194,44 @@ namespace Unity.Netcode.RuntimeTests
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public unsafe void ErrorMessageIsPrintedWhenAttemptingToSendUnnamedMessageWithTooBigBuffer()
|
||||
{
|
||||
// First try a valid send with the maximum allowed size (this is atm 1272)
|
||||
var msgSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
|
||||
var bufferSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize;
|
||||
var messageContent = new byte[msgSize];
|
||||
var writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(FirstClient.LocalClientId, writer);
|
||||
}
|
||||
|
||||
msgSize++;
|
||||
messageContent = new byte[msgSize];
|
||||
writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
var message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
|
||||
message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(FirstClient.LocalClientId, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,6 +13,60 @@ namespace Unity.Netcode.RuntimeTests
|
||||
private NetworkManager m_ClientManager;
|
||||
private NetworkManager m_ServerManager;
|
||||
|
||||
private NetworkManager m_NetworkManagerInstantiated;
|
||||
private bool m_Instantiated;
|
||||
private bool m_Destroyed;
|
||||
|
||||
/// <summary>
|
||||
/// Validates the <see cref="NetworkManager.OnInstantiated"/> and <see cref="NetworkManager.OnDestroying"/> event notifications
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator InstantiatedAndDestroyingNotifications()
|
||||
{
|
||||
NetworkManager.OnInstantiated += NetworkManager_OnInstantiated;
|
||||
NetworkManager.OnDestroying += NetworkManager_OnDestroying;
|
||||
var waitPeriod = new WaitForSeconds(0.01f);
|
||||
var prefab = new GameObject("InstantiateDestroy");
|
||||
var networkManagerPrefab = prefab.AddComponent<NetworkManager>();
|
||||
|
||||
Assert.IsTrue(m_Instantiated, $"{nameof(NetworkManager)} prefab did not get instantiated event notification!");
|
||||
Assert.IsTrue(m_NetworkManagerInstantiated == networkManagerPrefab, $"{nameof(NetworkManager)} prefab parameter did not match!");
|
||||
|
||||
m_Instantiated = false;
|
||||
m_NetworkManagerInstantiated = null;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
var instance = Object.Instantiate(prefab);
|
||||
var networkManager = instance.GetComponent<NetworkManager>();
|
||||
Assert.IsTrue(m_Instantiated, $"{nameof(NetworkManager)} instance-{i} did not get instantiated event notification!");
|
||||
Assert.IsTrue(m_NetworkManagerInstantiated == networkManager, $"{nameof(NetworkManager)} instance-{i} parameter did not match!");
|
||||
Object.DestroyImmediate(instance);
|
||||
Assert.IsTrue(m_Destroyed, $"{nameof(NetworkManager)} instance-{i} did not get destroying event notification!");
|
||||
m_Instantiated = false;
|
||||
m_NetworkManagerInstantiated = null;
|
||||
m_Destroyed = false;
|
||||
}
|
||||
m_NetworkManagerInstantiated = networkManagerPrefab;
|
||||
Object.Destroy(prefab);
|
||||
yield return null;
|
||||
Assert.IsTrue(m_Destroyed, $"{nameof(NetworkManager)} prefab did not get destroying event notification!");
|
||||
NetworkManager.OnInstantiated -= NetworkManager_OnInstantiated;
|
||||
NetworkManager.OnDestroying -= NetworkManager_OnDestroying;
|
||||
}
|
||||
|
||||
private void NetworkManager_OnInstantiated(NetworkManager networkManager)
|
||||
{
|
||||
m_Instantiated = true;
|
||||
m_NetworkManagerInstantiated = networkManager;
|
||||
}
|
||||
|
||||
private void NetworkManager_OnDestroying(NetworkManager networkManager)
|
||||
{
|
||||
m_Destroyed = true;
|
||||
Assert.True(m_NetworkManagerInstantiated == networkManager, $"Destroying {nameof(NetworkManager)} and current instance is not a match for the one passed into the event!");
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator OnServerStoppedCalledWhenServerStops()
|
||||
{
|
||||
|
||||
@@ -265,6 +265,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
|
||||
var previousClientComponent = (NetworkObjectOwnershipComponent)null;
|
||||
|
||||
var networkManagersDAMode = new List<NetworkManager>();
|
||||
|
||||
for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
|
||||
{
|
||||
clientObject = clientObjects[clientIndex];
|
||||
@@ -322,6 +324,21 @@ namespace Unity.Netcode.RuntimeTests
|
||||
// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
// In distributed authority, we have to clear out the NetworkManager instances as this changes relative to authority.
|
||||
networkManagersDAMode.Clear();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
if (clientNetworkManager.LocalClientId == clientObject.OwnerClientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
networkManagersDAMode.Add(clientNetworkManager);
|
||||
}
|
||||
|
||||
if (!UseCMBService() && clientObject.OwnerClientId != m_ServerNetworkManager.LocalClientId)
|
||||
{
|
||||
networkManagersDAMode.Add(m_ServerNetworkManager);
|
||||
}
|
||||
clientObject.ChangeOwnership(NetworkManager.ServerClientId);
|
||||
}
|
||||
else
|
||||
@@ -330,7 +347,18 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
}
|
||||
|
||||
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
// We use an alternate method (other than message hooks) to verify each client received the ownership message since message hooks becomes problematic when you need
|
||||
// to make dynamic changes to your targets.
|
||||
yield return WaitForConditionOrTimeOut(() => OwnershipChangedOnAllTargetedClients(networkManagersDAMode, clientObject.NetworkObjectId, NetworkManager.ServerClientId));
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
|
||||
}
|
||||
|
||||
|
||||
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
|
||||
|
||||
Assert.That(serverComponent.OnGainedOwnershipFired);
|
||||
@@ -351,6 +379,22 @@ namespace Unity.Netcode.RuntimeTests
|
||||
serverComponent.ResetFlags();
|
||||
}
|
||||
|
||||
private bool OwnershipChangedOnAllTargetedClients(List<NetworkManager> networkManagers, ulong networkObjectId, ulong expectedOwner)
|
||||
{
|
||||
foreach (var networkManager in networkManagers)
|
||||
{
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (networkManager.SpawnManager.SpawnedObjects[networkObjectId].OwnerClientId != expectedOwner)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private const int k_NumberOfSpawnedObjects = 5;
|
||||
|
||||
private bool AllClientsHaveCorrectObjectCount()
|
||||
|
||||
@@ -12,8 +12,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
internal class NetworkObjectSpawnManyObjectsTests : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 1;
|
||||
// "many" in this case means enough to exceed a ushort_max message size written in the header
|
||||
// 1500 is not a magic number except that it's big enough to trigger a failure
|
||||
private const int k_SpawnedObjects = 1500;
|
||||
|
||||
private NetworkPrefab m_PrefabToSpawn;
|
||||
@@ -52,19 +50,23 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
// When this test fails it does so without an exception and will wait the default ~6 minutes
|
||||
[Timeout(10000)]
|
||||
public IEnumerator WhenManyObjectsAreSpawnedAtOnce_AllAreReceived()
|
||||
{
|
||||
var timeStarted = Time.realtimeSinceStartup;
|
||||
for (int x = 0; x < k_SpawnedObjects; x++)
|
||||
{
|
||||
NetworkObject serverObject = Object.Instantiate(m_PrefabToSpawn.Prefab).GetComponent<NetworkObject>();
|
||||
serverObject.NetworkManagerOwner = m_ServerNetworkManager;
|
||||
serverObject.Spawn();
|
||||
}
|
||||
|
||||
var timeSpawned = Time.realtimeSinceStartup - timeStarted;
|
||||
// Provide plenty of time to spawn all 1500 objects in case the CI VM is running slow
|
||||
var timeoutHelper = new TimeoutHelper(30);
|
||||
// ensure all objects are replicated
|
||||
yield return WaitForConditionOrTimeOut(() => SpawnObjecTrackingComponent.SpawnedObjects == k_SpawnedObjects);
|
||||
AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects!");
|
||||
yield return WaitForConditionOrTimeOut(() => SpawnObjecTrackingComponent.SpawnedObjects == k_SpawnedObjects, timeoutHelper);
|
||||
|
||||
AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects! Time to spawn: {timeSpawned} | Time to timeout: {timeStarted - Time.realtimeSinceStartup}", timeoutHelper);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -200,9 +200,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
/// </summary>
|
||||
/// <param name="testWithHost">Determines if we are running as a server or host</param>
|
||||
/// <param name="authority">Determines if we are using server or owner authority</param>
|
||||
public NetworkTransformBase(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision)
|
||||
public NetworkTransformBase(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) : base(testWithHost)
|
||||
{
|
||||
m_UseHost = testWithHost == HostOrServer.Host;
|
||||
m_Authority = authority;
|
||||
m_Precision = precision;
|
||||
m_RotationCompression = rotationCompression;
|
||||
@@ -376,6 +375,18 @@ namespace Unity.Netcode.RuntimeTests
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllFirstLevelChildObjectInstancesHaveChild()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllChildObjectInstancesHaveChild()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
@@ -398,6 +409,33 @@ namespace Unity.Netcode.RuntimeTests
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllFirstLevelChildObjectInstancesHaveNoParent()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllSubChildObjectInstancesHaveNoParent()
|
||||
{
|
||||
if (ChildObjectComponent.HasSubChild)
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientSubChildInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A wait condition specific method that assures the local space coordinates
|
||||
/// are not impacted by NetworkTransform when parented.
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.Components;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
@@ -539,5 +540,279 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[TestFixture(HostOrServer.DAHost, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using distributed authority
|
||||
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Server)] // Validate we have not impacted NetworkTransform server authoritative mode
|
||||
[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using client-server
|
||||
internal class NestedNetworkTransformTests : IntegrationTestWithApproximation
|
||||
{
|
||||
private const int k_NestedChildren = 5;
|
||||
protected override int NumberOfClients => 2;
|
||||
|
||||
private GameObject m_SpawnObject;
|
||||
|
||||
private NetworkTransform.AuthorityModes m_AuthorityMode;
|
||||
|
||||
private StringBuilder m_ErrorLog = new StringBuilder();
|
||||
|
||||
private List<NetworkManager> m_NetworkManagers = new List<NetworkManager>();
|
||||
private List<GameObject> m_SpawnedObjects = new List<GameObject>();
|
||||
|
||||
public NestedNetworkTransformTests(HostOrServer hostOrServer, NetworkTransform.AuthorityModes authorityMode) : base(hostOrServer)
|
||||
{
|
||||
m_AuthorityMode = authorityMode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a player prefab with several nested NetworkTransforms
|
||||
/// </summary>
|
||||
protected override void OnCreatePlayerPrefab()
|
||||
{
|
||||
var networkTransform = m_PlayerPrefab.AddComponent<NetworkTransform>();
|
||||
networkTransform.AuthorityMode = m_AuthorityMode;
|
||||
var parent = m_PlayerPrefab;
|
||||
// Add several nested NetworkTransforms
|
||||
for (int i = 0; i < k_NestedChildren; i++)
|
||||
{
|
||||
var nestedChild = new GameObject();
|
||||
nestedChild.transform.parent = parent.transform;
|
||||
var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
|
||||
nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
|
||||
nestedNetworkTransform.InLocalSpace = true;
|
||||
parent = nestedChild;
|
||||
}
|
||||
base.OnCreatePlayerPrefab();
|
||||
}
|
||||
|
||||
private void RandomizeObjectTransformPositions(GameObject gameObject)
|
||||
{
|
||||
var networkObject = gameObject.GetComponent<NetworkObject>();
|
||||
Assert.True(networkObject.ChildNetworkBehaviours.Count > 0);
|
||||
|
||||
foreach (var networkTransform in networkObject.NetworkTransforms)
|
||||
{
|
||||
networkTransform.gameObject.transform.position = GetRandomVector3(-15.0f, 15.0f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Randomizes each player's position when validating distributed authority
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private GameObject FetchLocalPlayerPrefabToSpawn()
|
||||
{
|
||||
RandomizeObjectTransformPositions(m_PlayerPrefab);
|
||||
return m_PlayerPrefab;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Randomizes the player position when validating client-server
|
||||
/// </summary>
|
||||
/// <param name="connectionApprovalRequest"></param>
|
||||
/// <param name="connectionApprovalResponse"></param>
|
||||
private void ConnectionApprovalHandler(NetworkManager.ConnectionApprovalRequest connectionApprovalRequest, NetworkManager.ConnectionApprovalResponse connectionApprovalResponse)
|
||||
{
|
||||
connectionApprovalResponse.Approved = true;
|
||||
connectionApprovalResponse.CreatePlayerObject = true;
|
||||
RandomizeObjectTransformPositions(m_PlayerPrefab);
|
||||
connectionApprovalResponse.Position = GetRandomVector3(-15.0f, 15.0f);
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
// Create a prefab to spawn with each NetworkManager as the owner
|
||||
m_SpawnObject = CreateNetworkObjectPrefab("SpawnObj");
|
||||
var networkTransform = m_SpawnObject.AddComponent<NetworkTransform>();
|
||||
networkTransform.AuthorityMode = m_AuthorityMode;
|
||||
var parent = m_SpawnObject;
|
||||
// Add several nested NetworkTransforms
|
||||
for (int i = 0; i < k_NestedChildren; i++)
|
||||
{
|
||||
var nestedChild = new GameObject();
|
||||
nestedChild.transform.parent = parent.transform;
|
||||
var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
|
||||
nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
|
||||
nestedNetworkTransform.InLocalSpace = true;
|
||||
parent = nestedChild;
|
||||
}
|
||||
|
||||
if (m_DistributedAuthority)
|
||||
{
|
||||
if (!UseCMBService())
|
||||
{
|
||||
m_ServerNetworkManager.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
|
||||
}
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
client.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
|
||||
m_ServerNetworkManager.ConnectionApprovalCallback += ConnectionApprovalHandler;
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
client.NetworkConfig.ConnectionApproval = true;
|
||||
}
|
||||
}
|
||||
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates the transform positions of two NetworkObject instances
|
||||
/// </summary>
|
||||
/// <param name="current">the local instance (source of truth)</param>
|
||||
/// <param name="testing">the remote instance</param>
|
||||
/// <returns></returns>
|
||||
private bool ValidateTransforms(NetworkObject current, NetworkObject testing)
|
||||
{
|
||||
if (current.ChildNetworkBehaviours.Count == 0 || testing.ChildNetworkBehaviours.Count == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < current.NetworkTransforms.Count - 1; i++)
|
||||
{
|
||||
var transformA = current.NetworkTransforms[i].transform;
|
||||
var transformB = testing.NetworkTransforms[i].transform;
|
||||
if (!Approximately(transformA.position, transformB.position))
|
||||
{
|
||||
m_ErrorLog.AppendLine($"TransformA Position {transformA.position} != TransformB Position {transformB.position}");
|
||||
return false;
|
||||
}
|
||||
if (!Approximately(transformA.localPosition, transformB.localPosition))
|
||||
{
|
||||
m_ErrorLog.AppendLine($"TransformA Local Position {transformA.position} != TransformB Local Position {transformB.position}");
|
||||
return false;
|
||||
}
|
||||
if (transformA.parent != null)
|
||||
{
|
||||
if (current.NetworkTransforms[i].InLocalSpace != testing.NetworkTransforms[i].InLocalSpace)
|
||||
{
|
||||
m_ErrorLog.AppendLine($"NetworkTransform-{current.OwnerClientId}-{current.NetworkTransforms[i].NetworkBehaviourId} InLocalSpace ({current.NetworkTransforms[i].InLocalSpace}) is different from the remote instance version on Client-{testing.NetworkManager.LocalClientId}!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates all player instances spawned with the correct positions including all nested NetworkTransforms
|
||||
/// When running in server authority mode we are validating this fix did not impact that.
|
||||
/// </summary>
|
||||
private bool AllClientInstancesSynchronized()
|
||||
{
|
||||
m_ErrorLog.Clear();
|
||||
|
||||
foreach (var current in m_NetworkManagers)
|
||||
{
|
||||
var currentPlayer = current.LocalClient.PlayerObject;
|
||||
var currentNetworkObjectId = currentPlayer.NetworkObjectId;
|
||||
foreach (var testing in m_NetworkManagers)
|
||||
{
|
||||
if (currentPlayer == testing.LocalClient.PlayerObject)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
|
||||
{
|
||||
m_ErrorLog.AppendLine($"Failed to find Client-{currentPlayer.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
|
||||
return false;
|
||||
}
|
||||
|
||||
var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
|
||||
if (!ValidateTransforms(currentPlayer, remoteInstance))
|
||||
{
|
||||
m_ErrorLog.AppendLine($"Failed to validate Client-{currentPlayer.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that dynamically spawning works the same.
|
||||
/// When running in server authority mode we are validating this fix did not impact that.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private bool AllSpawnedObjectsSynchronized()
|
||||
{
|
||||
m_ErrorLog.Clear();
|
||||
|
||||
foreach (var current in m_SpawnedObjects)
|
||||
{
|
||||
var currentNetworkObject = current.GetComponent<NetworkObject>();
|
||||
var currentNetworkObjectId = currentNetworkObject.NetworkObjectId;
|
||||
foreach (var testing in m_NetworkManagers)
|
||||
{
|
||||
if (currentNetworkObject.OwnerClientId == testing.LocalClientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
|
||||
{
|
||||
m_ErrorLog.AppendLine($"Failed to find Client-{currentNetworkObject.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
|
||||
return false;
|
||||
}
|
||||
|
||||
var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
|
||||
if (!ValidateTransforms(currentNetworkObject, remoteInstance))
|
||||
{
|
||||
m_ErrorLog.AppendLine($"Failed to validate Client-{currentNetworkObject.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that spawning player and dynamically spawned prefab instances with nested NetworkTransforms
|
||||
/// synchronizes properly in both client-server and distributed authority when using owner authoritative mode.
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator NestedNetworkTransformSpawnPositionTest()
|
||||
{
|
||||
if (!m_DistributedAuthority || (m_DistributedAuthority && !UseCMBService()))
|
||||
{
|
||||
m_NetworkManagers.Add(m_ServerNetworkManager);
|
||||
}
|
||||
m_NetworkManagers.AddRange(m_ClientNetworkManagers);
|
||||
|
||||
yield return WaitForConditionOrTimeOut(AllClientInstancesSynchronized);
|
||||
AssertOnTimeout($"Failed to synchronize all client instances!\n{m_ErrorLog}");
|
||||
|
||||
foreach (var networkManager in m_NetworkManagers)
|
||||
{
|
||||
// Randomize the position
|
||||
RandomizeObjectTransformPositions(m_SpawnObject);
|
||||
|
||||
// Create an instance owned by the specified networkmanager
|
||||
m_SpawnedObjects.Add(SpawnObject(m_SpawnObject, networkManager));
|
||||
}
|
||||
// Randomize the position once more just to assure we are instantiating remote instances
|
||||
// with a completely different position
|
||||
RandomizeObjectTransformPositions(m_SpawnObject);
|
||||
yield return WaitForConditionOrTimeOut(AllSpawnedObjectsSynchronized);
|
||||
AssertOnTimeout($"Failed to synchronize all spawned NetworkObject instances!\n{m_ErrorLog}");
|
||||
m_SpawnedObjects.Clear();
|
||||
m_NetworkManagers.Clear();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnTearDown()
|
||||
{
|
||||
// In case there was a failure, go ahead and clear these lists out for any pending TextFixture passes
|
||||
m_SpawnedObjects.Clear();
|
||||
m_NetworkManagers.Clear();
|
||||
return base.OnTearDown();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -101,6 +101,225 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
|
||||
private void UpdateTransformLocal(Components.NetworkTransform networkTransformTestComponent)
|
||||
{
|
||||
networkTransformTestComponent.transform.localPosition += GetRandomVector3(0.5f, 2.0f);
|
||||
var rotation = networkTransformTestComponent.transform.localRotation;
|
||||
var eulerRotation = rotation.eulerAngles;
|
||||
eulerRotation += GetRandomVector3(0.5f, 5.0f);
|
||||
rotation.eulerAngles = eulerRotation;
|
||||
networkTransformTestComponent.transform.localRotation = rotation;
|
||||
}
|
||||
|
||||
private void UpdateTransformWorld(Components.NetworkTransform networkTransformTestComponent)
|
||||
{
|
||||
networkTransformTestComponent.transform.position += GetRandomVector3(0.5f, 2.0f);
|
||||
var rotation = networkTransformTestComponent.transform.rotation;
|
||||
var eulerRotation = rotation.eulerAngles;
|
||||
eulerRotation += GetRandomVector3(0.5f, 5.0f);
|
||||
rotation.eulerAngles = eulerRotation;
|
||||
networkTransformTestComponent.transform.rotation = rotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This test validates the SwitchTransformSpaceWhenParented setting under all network topologies
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void SwitchTransformSpaceWhenParentedTest([Values(0.5f, 1.0f, 5.0f)] float scale)
|
||||
{
|
||||
m_UseParentingThreshold = true;
|
||||
// Get the NetworkManager that will have authority in order to spawn with the correct authority
|
||||
var isServerAuthority = m_Authority == Authority.ServerAuthority;
|
||||
var authorityNetworkManager = m_ServerNetworkManager;
|
||||
if (!isServerAuthority)
|
||||
{
|
||||
authorityNetworkManager = m_ClientNetworkManagers[0];
|
||||
}
|
||||
|
||||
var childAuthorityNetworkManager = m_ClientNetworkManagers[0];
|
||||
if (!isServerAuthority)
|
||||
{
|
||||
childAuthorityNetworkManager = m_ServerNetworkManager;
|
||||
}
|
||||
|
||||
// Spawn a parent and children
|
||||
ChildObjectComponent.HasSubChild = true;
|
||||
// Modify our prefabs for this specific test
|
||||
m_ParentObject.GetComponent<NetworkTransformTestComponent>().TickSyncChildren = true;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
|
||||
m_ChildObject.AllowOwnerToParent = true;
|
||||
m_SubChildObject.AllowOwnerToParent = true;
|
||||
|
||||
|
||||
var authoritySideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
|
||||
var authoritySideChild = SpawnObject(m_ChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
|
||||
var authoritySideSubChild = SpawnObject(m_SubChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
|
||||
|
||||
// Assure all of the child object instances are spawned before proceeding to parenting
|
||||
var success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
|
||||
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
|
||||
|
||||
// Get the owner instance if in client-server mode with owner authority
|
||||
if (m_Authority == Authority.OwnerAuthority && !m_DistributedAuthority)
|
||||
{
|
||||
authoritySideParent = s_GlobalNetworkObjects[authoritySideParent.OwnerClientId][authoritySideParent.NetworkObjectId];
|
||||
authoritySideChild = s_GlobalNetworkObjects[authoritySideChild.OwnerClientId][authoritySideChild.NetworkObjectId];
|
||||
authoritySideSubChild = s_GlobalNetworkObjects[authoritySideSubChild.OwnerClientId][authoritySideSubChild.NetworkObjectId];
|
||||
}
|
||||
|
||||
// Get the authority parent and child instances
|
||||
m_AuthorityParentObject = NetworkTransformTestComponent.AuthorityInstance.NetworkObject;
|
||||
m_AuthorityChildObject = ChildObjectComponent.AuthorityInstance.NetworkObject;
|
||||
m_AuthoritySubChildObject = ChildObjectComponent.AuthoritySubInstance.NetworkObject;
|
||||
|
||||
// The child NetworkTransform will use world space when world position stays and
|
||||
// local space when world position does not stay when parenting.
|
||||
ChildObjectComponent.AuthorityInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
|
||||
ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
|
||||
ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
|
||||
|
||||
ChildObjectComponent.AuthoritySubInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
|
||||
ChildObjectComponent.AuthoritySubInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
|
||||
ChildObjectComponent.AuthoritySubInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
|
||||
|
||||
// Set whether we are interpolating or not
|
||||
m_AuthorityParentNetworkTransform = m_AuthorityParentObject.GetComponent<NetworkTransformTestComponent>();
|
||||
m_AuthorityParentNetworkTransform.Interpolate = true;
|
||||
m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
|
||||
m_AuthorityChildNetworkTransform.Interpolate = true;
|
||||
m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent<ChildObjectComponent>();
|
||||
m_AuthoritySubChildNetworkTransform.Interpolate = true;
|
||||
|
||||
// Apply a scale to the parent object to make sure the scale on the child is properly updated on
|
||||
// non-authority instances.
|
||||
var halfScale = scale * 0.5f;
|
||||
m_AuthorityParentObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
|
||||
m_AuthorityChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
|
||||
m_AuthoritySubChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
|
||||
|
||||
// Allow one tick for authority to update these changes
|
||||
TimeTravelAdvanceTick();
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
|
||||
|
||||
Assert.True(success, "All transform values did not match prior to parenting!");
|
||||
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
|
||||
|
||||
Assert.True(success, "All transform values did not match prior to parenting!");
|
||||
|
||||
// Move things around while parenting and removing the parent
|
||||
// Not the absolute "perfect" test, but it validates the clients all synchronize
|
||||
// parenting and transform values.
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
// Provide two network ticks for interpolation to finalize
|
||||
TimeTravelAdvanceTick();
|
||||
TimeTravelAdvanceTick();
|
||||
|
||||
// This validates each child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Connected_Clients);
|
||||
|
||||
// This validates each sub-child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Connected_Clients);
|
||||
// Parent while in motion
|
||||
if (i == 5)
|
||||
{
|
||||
// Parent the child under the parent with the current world position stays setting
|
||||
Assert.True(authoritySideChild.TrySetParent(authoritySideParent.transform), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to set child's parent!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveChild, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
|
||||
}
|
||||
|
||||
if (i == 10)
|
||||
{
|
||||
// Parent the sub-child under the child with the current world position stays setting
|
||||
Assert.True(authoritySideSubChild.TrySetParent(authoritySideChild.transform), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
|
||||
}
|
||||
|
||||
if (i == 15)
|
||||
{
|
||||
// Verify that a late joining client will synchronize to the parented NetworkObjects properly
|
||||
CreateAndStartNewClientWithTimeTravel();
|
||||
|
||||
// Assure all of the child object instances are spawned (basically for the newly connected client)
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned, 300);
|
||||
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
|
||||
|
||||
// This validates each child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Late_Join_Client);
|
||||
|
||||
// This validates each sub-child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Late_Join_Client);
|
||||
}
|
||||
|
||||
if (i == 20)
|
||||
{
|
||||
// Remove the parent
|
||||
Assert.True(authoritySideSubChild.TryRemoveParent(), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!");
|
||||
|
||||
// This waits for all child instances to have the parent removed
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllSubChildObjectInstancesHaveNoParent, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances remove the parent!");
|
||||
}
|
||||
|
||||
if (i == 25)
|
||||
{
|
||||
// Parent the child under the parent with the current world position stays setting
|
||||
Assert.True(authoritySideChild.TryRemoveParent(), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to remove parent!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveNoParent, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances remove the parent!");
|
||||
}
|
||||
UpdateTransformWorld(m_AuthorityParentNetworkTransform);
|
||||
if (m_AuthorityChildNetworkTransform.InLocalSpace)
|
||||
{
|
||||
UpdateTransformLocal(m_AuthorityChildNetworkTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateTransformWorld(m_AuthorityChildNetworkTransform);
|
||||
}
|
||||
|
||||
if (m_AuthoritySubChildNetworkTransform.InLocalSpace)
|
||||
{
|
||||
UpdateTransformLocal(m_AuthoritySubChildNetworkTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateTransformWorld(m_AuthoritySubChildNetworkTransform);
|
||||
}
|
||||
}
|
||||
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches, 300);
|
||||
|
||||
Assert.True(success, "All transform values did not match prior to parenting!");
|
||||
|
||||
// Revert the modifications made for this specific test
|
||||
m_ParentObject.GetComponent<NetworkTransformTestComponent>().TickSyncChildren = false;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
|
||||
m_ChildObject.AllowOwnerToParent = false;
|
||||
m_SubChildObject.AllowOwnerToParent = false;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Validates that transform values remain the same when a NetworkTransform is
|
||||
/// parented under another NetworkTransform under all of the possible axial conditions
|
||||
@@ -410,6 +629,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
|
||||
|
||||
TimeTravelAdvanceTick();
|
||||
TimeTravelToNextTick();
|
||||
|
||||
m_AuthoritativeTransform.StatePushed = false;
|
||||
var nextPosition = GetRandomVector3(2f, 30f);
|
||||
|
||||
@@ -299,16 +299,15 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}, new List<NetworkManager> { m_ServerNetworkManager });
|
||||
|
||||
WaitForMessageReceivedWithTimeTravel<NetworkTransformMessage>(m_ClientNetworkManagers.ToList());
|
||||
|
||||
var percentChanged = 1f / 60f;
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
|
||||
@@ -316,11 +315,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
|
||||
@@ -333,11 +332,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
|
||||
@@ -345,11 +344,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
|
||||
|
||||
8
Tests/Runtime/NetworkVariable.meta
Normal file
8
Tests/Runtime/NetworkVariable.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7b4da27c6efa9684893f85f5d3ad80e6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
3884
Tests/Runtime/NetworkVariable/NetworkVariableCollectionsTests.cs
Normal file
3884
Tests/Runtime/NetworkVariable/NetworkVariableCollectionsTests.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d01969a8bbbd7146a24490a5190ea7e
|
||||
165
Tests/Runtime/NetworkVariable/NetworkVariableInheritanceTests.cs
Normal file
165
Tests/Runtime/NetworkVariable/NetworkVariableInheritanceTests.cs
Normal file
@@ -0,0 +1,165 @@
|
||||
#if !NGO_MINIMALPROJECT
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixtureSource(nameof(TestDataSource))]
|
||||
internal class NetworkVariableInheritanceTests : NetcodeIntegrationTest
|
||||
{
|
||||
public NetworkVariableInheritanceTests(HostOrServer hostOrServer)
|
||||
: base(hostOrServer)
|
||||
{
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 2;
|
||||
|
||||
public static IEnumerable<TestFixtureData> TestDataSource() =>
|
||||
Enum.GetValues(typeof(HostOrServer)).OfType<HostOrServer>().Select(x => new TestFixtureData(x));
|
||||
|
||||
internal class ComponentA : NetworkBehaviour
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldA = new NetworkVariable<int>(1);
|
||||
protected NetworkVariable<int> m_ProtectedFieldA = new NetworkVariable<int>(2);
|
||||
private NetworkVariable<int> m_PrivateFieldA = new NetworkVariable<int>(3);
|
||||
|
||||
public void ChangeValuesA(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldA.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldA.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesA(ComponentA other)
|
||||
{
|
||||
return PublicFieldA.Value == other.PublicFieldA.Value &&
|
||||
m_ProtectedFieldA.Value == other.m_ProtectedFieldA.Value &&
|
||||
m_PrivateFieldA.Value == other.m_PrivateFieldA.Value;
|
||||
}
|
||||
}
|
||||
|
||||
internal class ComponentB : ComponentA
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldB = new NetworkVariable<int>(11);
|
||||
protected NetworkVariable<int> m_ProtectedFieldB = new NetworkVariable<int>(22);
|
||||
private NetworkVariable<int> m_PrivateFieldB = new NetworkVariable<int>(33);
|
||||
|
||||
public void ChangeValuesB(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldB.Value = pub;
|
||||
m_ProtectedFieldB.Value = pro;
|
||||
m_PrivateFieldB.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesB(ComponentB other)
|
||||
{
|
||||
return PublicFieldB.Value == other.PublicFieldB.Value &&
|
||||
m_ProtectedFieldB.Value == other.m_ProtectedFieldB.Value &&
|
||||
m_PrivateFieldB.Value == other.m_PrivateFieldB.Value;
|
||||
}
|
||||
}
|
||||
|
||||
internal class ComponentC : ComponentB
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldC = new NetworkVariable<int>(111);
|
||||
protected NetworkVariable<int> m_ProtectedFieldC = new NetworkVariable<int>(222);
|
||||
private NetworkVariable<int> m_PrivateFieldC = new NetworkVariable<int>(333);
|
||||
|
||||
public void ChangeValuesC(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldC.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldC.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesC(ComponentC other)
|
||||
{
|
||||
return PublicFieldC.Value == other.PublicFieldC.Value &&
|
||||
m_ProtectedFieldC.Value == other.m_ProtectedFieldC.Value &&
|
||||
m_PrivateFieldC.Value == other.m_PrivateFieldC.Value;
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject m_TestObjectPrefab;
|
||||
private ulong m_TestObjectId = 0;
|
||||
|
||||
protected override void OnOneTimeSetup()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
base.OnOneTimeSetup();
|
||||
}
|
||||
|
||||
protected override void OnOneTimeTearDown()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
base.OnOneTimeTearDown();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestObjectPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariableInheritanceTests)}.{nameof(m_TestObjectPrefab)}]");
|
||||
m_TestObjectPrefab.AddComponent<ComponentA>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentB>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentC>();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
var serverTestObject = SpawnObject(m_TestObjectPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>();
|
||||
m_TestObjectId = serverTestObject.NetworkObjectId;
|
||||
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
|
||||
serverTestComponentA.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentC.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesC(1110, 2220, 3330);
|
||||
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
}
|
||||
|
||||
private bool CheckTestObjectComponentValuesOnAll()
|
||||
{
|
||||
var serverTestObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var clientTestObject = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var clientTestComponentA = clientTestObject.GetComponent<ComponentA>();
|
||||
var clientTestComponentB = clientTestObject.GetComponent<ComponentB>();
|
||||
var clientTestComponentC = clientTestObject.GetComponent<ComponentC>();
|
||||
if (!serverTestComponentA.CompareValuesA(clientTestComponentA) ||
|
||||
!serverTestComponentB.CompareValuesA(clientTestComponentB) ||
|
||||
!serverTestComponentB.CompareValuesB(clientTestComponentB) ||
|
||||
!serverTestComponentC.CompareValuesA(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesB(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesC(clientTestComponentC))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestInheritedFields()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckTestObjectComponentValuesOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, nameof(CheckTestObjectComponentValuesOnAll));
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 41d4aef8f33a8eb4e87879075f868e66
|
||||
306
Tests/Runtime/NetworkVariable/NetworkVariablePermissionTests.cs
Normal file
306
Tests/Runtime/NetworkVariable/NetworkVariablePermissionTests.cs
Normal file
@@ -0,0 +1,306 @@
|
||||
#if !NGO_MINIMALPROJECT
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixtureSource(nameof(TestDataSource))]
|
||||
internal class NetworkVariablePermissionTests : NetcodeIntegrationTest
|
||||
{
|
||||
public static IEnumerable<TestFixtureData> TestDataSource()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
foreach (HostOrServer hostOrServer in Enum.GetValues(typeof(HostOrServer)))
|
||||
{
|
||||
// DANGO-EXP TODO: Add support for distributed authority mode
|
||||
if (hostOrServer == HostOrServer.DAHost)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
yield return new TestFixtureData(hostOrServer);
|
||||
}
|
||||
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 3;
|
||||
|
||||
public NetworkVariablePermissionTests(HostOrServer hostOrServer) : base(hostOrServer) { }
|
||||
|
||||
private GameObject m_TestObjPrefab;
|
||||
private ulong m_TestObjId = 0;
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestObjPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariablePermissionTests)}.{nameof(m_TestObjPrefab)}]");
|
||||
var testComp = m_TestObjPrefab.AddComponent<NetVarPermTestComp>();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
m_TestObjId = SpawnObject(m_TestObjPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>().NetworkObjectId;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
private IEnumerator WaitForPositionsAreEqual(NetworkVariable<Vector3> netvar, Vector3 expected)
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(() => netvar.Value == expected);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private IEnumerator WaitForOwnerWritableAreEqualOnAll()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckOwnerWritableAreEqualOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private bool CheckOwnerWritableAreEqualOnAll()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjServer.OwnerClientId != testObjClient.OwnerClientId ||
|
||||
testCompServer.OwnerWritable_Position.Value != testCompClient.OwnerWritable_Position.Value ||
|
||||
testCompServer.OwnerWritable_Position.ReadPerm != testCompClient.OwnerWritable_Position.ReadPerm ||
|
||||
testCompServer.OwnerWritable_Position.WritePerm != testCompClient.OwnerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEnumerator WaitForServerWritableAreEqualOnAll()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckServerWritableAreEqualOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private bool CheckServerWritableAreEqualOnAll()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testCompServer.ServerWritable_Position.Value != testCompClient.ServerWritable_Position.Value ||
|
||||
testCompServer.ServerWritable_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
|
||||
testCompServer.ServerWritable_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CheckOwnerReadWriteAreEqualOnOwnerAndServer()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjServer.OwnerClientId == testObjClient.OwnerClientId &&
|
||||
testCompServer.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value &&
|
||||
testCompServer.OwnerReadWrite_Position.ReadPerm == testCompClient.ServerWritable_Position.ReadPerm &&
|
||||
testCompServer.OwnerReadWrite_Position.WritePerm == testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(NetVarPermTestComp ownerReadWriteObject)
|
||||
{
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjClient.OwnerClientId != ownerReadWriteObject.OwnerClientId ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerChangesOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompServer.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompServer.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerChangesServerWritableNetVar()
|
||||
{
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompServer.ServerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompServer.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ClientChangesOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This tests the scenario where a client owner has both read and write
|
||||
/// permissions set. The server should be the only instance that can read
|
||||
/// the NetworkVariable. ServerCannotChangeOwnerWritableNetVar performs
|
||||
/// the same check to make sure the server cannot write to a client owner
|
||||
/// NetworkVariable with owner write permissions.
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator ClientOwnerWithReadWriteChangesNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.OwnerReadWrite_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
// Verify the client owner and server match
|
||||
yield return CheckOwnerReadWriteAreEqualOnOwnerAndServer();
|
||||
|
||||
// Verify the non-owner clients do not have the same Value but do have the same permissions
|
||||
yield return CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(testCompClient);
|
||||
}
|
||||
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ClientCannotChangeServerWritableNetVar()
|
||||
{
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.ServerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
LogAssert.Expect(LogType.Error, testCompClient.ServerWritable_Position.GetWritePermissionError());
|
||||
testCompClient.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, oldValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
testCompServer.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerCannotChangeOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 4);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var oldValue = testCompServer.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
LogAssert.Expect(LogType.Error, testCompServer.OwnerWritable_Position.GetWritePermissionError());
|
||||
testCompServer.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, oldValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60d49d322bef8ff4ebb8c4abf57e18e3
|
||||
@@ -12,298 +12,6 @@ using Random = UnityEngine.Random;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixtureSource(nameof(TestDataSource))]
|
||||
internal class NetworkVariablePermissionTests : NetcodeIntegrationTest
|
||||
{
|
||||
public static IEnumerable<TestFixtureData> TestDataSource()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
foreach (HostOrServer hostOrServer in Enum.GetValues(typeof(HostOrServer)))
|
||||
{
|
||||
// DANGO-EXP TODO: Add support for distributed authority mode
|
||||
if (hostOrServer == HostOrServer.DAHost)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
yield return new TestFixtureData(hostOrServer);
|
||||
}
|
||||
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 3;
|
||||
|
||||
public NetworkVariablePermissionTests(HostOrServer hostOrServer) : base(hostOrServer) { }
|
||||
|
||||
private GameObject m_TestObjPrefab;
|
||||
private ulong m_TestObjId = 0;
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestObjPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariablePermissionTests)}.{nameof(m_TestObjPrefab)}]");
|
||||
var testComp = m_TestObjPrefab.AddComponent<NetVarPermTestComp>();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
m_TestObjId = SpawnObject(m_TestObjPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>().NetworkObjectId;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
private IEnumerator WaitForPositionsAreEqual(NetworkVariable<Vector3> netvar, Vector3 expected)
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(() => netvar.Value == expected);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private IEnumerator WaitForOwnerWritableAreEqualOnAll()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckOwnerWritableAreEqualOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private bool CheckOwnerWritableAreEqualOnAll()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjServer.OwnerClientId != testObjClient.OwnerClientId ||
|
||||
testCompServer.OwnerWritable_Position.Value != testCompClient.OwnerWritable_Position.Value ||
|
||||
testCompServer.OwnerWritable_Position.ReadPerm != testCompClient.OwnerWritable_Position.ReadPerm ||
|
||||
testCompServer.OwnerWritable_Position.WritePerm != testCompClient.OwnerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEnumerator WaitForServerWritableAreEqualOnAll()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckServerWritableAreEqualOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut);
|
||||
}
|
||||
|
||||
private bool CheckServerWritableAreEqualOnAll()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testCompServer.ServerWritable_Position.Value != testCompClient.ServerWritable_Position.Value ||
|
||||
testCompServer.ServerWritable_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
|
||||
testCompServer.ServerWritable_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CheckOwnerReadWriteAreEqualOnOwnerAndServer()
|
||||
{
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjServer.OwnerClientId == testObjClient.OwnerClientId &&
|
||||
testCompServer.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value &&
|
||||
testCompServer.OwnerReadWrite_Position.ReadPerm == testCompClient.ServerWritable_Position.ReadPerm &&
|
||||
testCompServer.OwnerReadWrite_Position.WritePerm == testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(NetVarPermTestComp ownerReadWriteObject)
|
||||
{
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
if (testObjClient.OwnerClientId != ownerReadWriteObject.OwnerClientId ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
|
||||
ownerReadWriteObject.OwnerReadWrite_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerChangesOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompServer.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompServer.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerChangesServerWritableNetVar()
|
||||
{
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompServer.ServerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompServer.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ClientChangesOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This tests the scenario where a client owner has both read and write
|
||||
/// permissions set. The server should be the only instance that can read
|
||||
/// the NetworkVariable. ServerCannotChangeOwnerWritableNetVar performs
|
||||
/// the same check to make sure the server cannot write to a client owner
|
||||
/// NetworkVariable with owner write permissions.
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator ClientOwnerWithReadWriteChangesNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.OwnerReadWrite_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
// Verify the client owner and server match
|
||||
yield return CheckOwnerReadWriteAreEqualOnOwnerAndServer();
|
||||
|
||||
// Verify the non-owner clients do not have the same Value but do have the same permissions
|
||||
yield return CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(testCompClient);
|
||||
}
|
||||
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ClientCannotChangeServerWritableNetVar()
|
||||
{
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
var oldValue = testCompClient.ServerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
Assert.That(() => testCompClient.ServerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, oldValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
|
||||
testCompServer.ServerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompServer.ServerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForServerWritableAreEqualOnAll();
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ServerCannotChangeOwnerWritableNetVar()
|
||||
{
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
|
||||
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
|
||||
testObjServer.ChangeOwnership(newOwnerClientId);
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var oldValue = testCompServer.OwnerWritable_Position.Value;
|
||||
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
|
||||
|
||||
Assert.That(() => testCompServer.OwnerWritable_Position.Value = newValue, Throws.TypeOf<InvalidOperationException>());
|
||||
yield return WaitForPositionsAreEqual(testCompServer.OwnerWritable_Position, oldValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
|
||||
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
|
||||
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
|
||||
|
||||
testCompClient.OwnerWritable_Position.Value = newValue;
|
||||
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
|
||||
|
||||
yield return WaitForOwnerWritableAreEqualOnAll();
|
||||
}
|
||||
}
|
||||
|
||||
internal struct TestStruct : INetworkSerializable, IEquatable<TestStruct>
|
||||
{
|
||||
public uint SomeInt;
|
||||
@@ -438,6 +146,255 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the more generic conditional logic for NetworkList tests
|
||||
/// which can be used with the <see cref="NetcodeIntegrationTest.WaitForConditionOrTimeOut"/>
|
||||
/// that accepts anything derived from the <see cref="ConditionalPredicateBase"/> class
|
||||
/// as a parameter.
|
||||
/// </summary>
|
||||
internal class NetworkListTestPredicate : ConditionalPredicateBase
|
||||
{
|
||||
private const int k_MaxRandomValue = 1000;
|
||||
|
||||
private Dictionary<NetworkListTestStates, Func<bool>> m_StateFunctions;
|
||||
|
||||
// Player1 component on the Server
|
||||
private NetworkVariableTest m_Player1OnServer;
|
||||
|
||||
// Player1 component on client1
|
||||
private NetworkVariableTest m_Player1OnClient1;
|
||||
|
||||
private string m_TestStageFailedMessage;
|
||||
|
||||
public enum NetworkListTestStates
|
||||
{
|
||||
Add,
|
||||
ContainsLarge,
|
||||
Contains,
|
||||
VerifyData,
|
||||
IndexOf,
|
||||
}
|
||||
|
||||
private NetworkListTestStates m_NetworkListTestState;
|
||||
|
||||
public void SetNetworkListTestState(NetworkListTestStates networkListTestState)
|
||||
{
|
||||
m_NetworkListTestState = networkListTestState;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the condition has been reached for the current NetworkListTestState
|
||||
/// </summary>
|
||||
protected override bool OnHasConditionBeenReached()
|
||||
{
|
||||
var isStateRegistered = m_StateFunctions.ContainsKey(m_NetworkListTestState);
|
||||
Assert.IsTrue(isStateRegistered);
|
||||
return m_StateFunctions[m_NetworkListTestState].Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides all information about the players for both sides for simplicity and informative sake.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private string ConditionFailedInfo()
|
||||
{
|
||||
return $"{m_NetworkListTestState} condition test failed:\n Server List Count: {m_Player1OnServer.TheList.Count} vs Client List Count: {m_Player1OnClient1.TheList.Count}\n" +
|
||||
$"Server List Count: {m_Player1OnServer.TheLargeList.Count} vs Client List Count: {m_Player1OnClient1.TheLargeList.Count}\n" +
|
||||
$"Server Delegate Triggered: {m_Player1OnServer.ListDelegateTriggered} | Client Delegate Triggered: {m_Player1OnClient1.ListDelegateTriggered}\n";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When finished, check if a time out occurred and if so assert and provide meaningful information to troubleshoot why
|
||||
/// </summary>
|
||||
protected override void OnFinished()
|
||||
{
|
||||
Assert.IsFalse(TimedOut, $"{nameof(NetworkListTestPredicate)} timed out waiting for the {m_NetworkListTestState} condition to be reached! \n" + ConditionFailedInfo());
|
||||
}
|
||||
|
||||
// Uses the ArrayOperator and validates that on both sides the count and values are the same
|
||||
private bool OnVerifyData()
|
||||
{
|
||||
// Wait until both sides have the same number of elements
|
||||
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check the client values against the server values to make sure they match
|
||||
for (int i = 0; i < m_Player1OnServer.TheList.Count; i++)
|
||||
{
|
||||
if (m_Player1OnServer.TheList[i] != m_Player1OnClient1.TheList[i])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Verifies the data count, values, and that the ListDelegate on both sides was triggered
|
||||
/// </summary>
|
||||
private bool OnAdd()
|
||||
{
|
||||
bool wasTriggerred = m_Player1OnServer.ListDelegateTriggered && m_Player1OnClient1.ListDelegateTriggered;
|
||||
return wasTriggerred && OnVerifyData();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The current version of this test only verified the count of the large list, so that is what this does
|
||||
/// </summary>
|
||||
private bool OnContainsLarge()
|
||||
{
|
||||
return m_Player1OnServer.TheLargeList.Count == m_Player1OnClient1.TheLargeList.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests NetworkList.Contains which also verifies all values are the same on both sides
|
||||
/// </summary>
|
||||
private bool OnContains()
|
||||
{
|
||||
// Wait until both sides have the same number of elements
|
||||
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Parse through all server values and use the NetworkList.Contains method to check if the value is in the list on the client side
|
||||
foreach (var serverValue in m_Player1OnServer.TheList)
|
||||
{
|
||||
if (!m_Player1OnClient1.TheList.Contains(serverValue))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests NetworkList.IndexOf and verifies that all values are aligned on both sides
|
||||
/// </summary>
|
||||
private bool OnIndexOf()
|
||||
{
|
||||
foreach (var serverSideValue in m_Player1OnServer.TheList)
|
||||
{
|
||||
var indexToTest = m_Player1OnServer.TheList.IndexOf(serverSideValue);
|
||||
if (indexToTest != m_Player1OnServer.TheList.IndexOf(serverSideValue))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public NetworkListTestPredicate(NetworkVariableTest player1OnServer, NetworkVariableTest player1OnClient1, NetworkListTestStates networkListTestState, int elementCount)
|
||||
{
|
||||
m_NetworkListTestState = networkListTestState;
|
||||
m_Player1OnServer = player1OnServer;
|
||||
m_Player1OnClient1 = player1OnClient1;
|
||||
m_StateFunctions = new Dictionary<NetworkListTestStates, Func<bool>>
|
||||
{
|
||||
{ NetworkListTestStates.Add, OnAdd },
|
||||
{ NetworkListTestStates.ContainsLarge, OnContainsLarge },
|
||||
{ NetworkListTestStates.Contains, OnContains },
|
||||
{ NetworkListTestStates.VerifyData, OnVerifyData },
|
||||
{ NetworkListTestStates.IndexOf, OnIndexOf }
|
||||
};
|
||||
|
||||
if (networkListTestState == NetworkListTestStates.ContainsLarge)
|
||||
{
|
||||
for (var i = 0; i < elementCount; ++i)
|
||||
{
|
||||
m_Player1OnServer.TheLargeList.Add(new FixedString128Bytes());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < elementCount; i++)
|
||||
{
|
||||
m_Player1OnServer.TheList.Add(Random.Range(0, k_MaxRandomValue));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetvarDespawnShutdown : NetworkBehaviour
|
||||
{
|
||||
private NetworkVariable<int> m_IntNetworkVariable = new NetworkVariable<int>();
|
||||
private NetworkList<int> m_IntList;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_IntList = new NetworkList<int>();
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
m_IntNetworkVariable.Value = 5;
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
m_IntList.Add(i);
|
||||
}
|
||||
}
|
||||
base.OnNetworkDespawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that setting values for NetworkVariable or NetworkList during the
|
||||
/// OnNetworkDespawn method will not cause an exception to occur.
|
||||
/// </summary>
|
||||
internal class NetworkVariableModifyOnNetworkDespawn : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 1;
|
||||
|
||||
private GameObject m_TestPrefab;
|
||||
|
||||
protected override void OnOneTimeSetup()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
base.OnOneTimeSetup();
|
||||
}
|
||||
|
||||
protected override void OnOneTimeTearDown()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
base.OnOneTimeTearDown();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestPrefab = CreateNetworkObjectPrefab("NetVarDespawn");
|
||||
m_TestPrefab.AddComponent<NetvarDespawnShutdown>();
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
private bool OnClientSpawnedTestPrefab(ulong networkObjectId)
|
||||
{
|
||||
var clientId = m_ClientNetworkManagers[0].LocalClientId;
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(clientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!s_GlobalNetworkObjects[clientId].ContainsKey(networkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ModifyNetworkVariableOrListOnNetworkDespawn()
|
||||
{
|
||||
var instance = SpawnObject(m_TestPrefab, m_ServerNetworkManager);
|
||||
yield return WaitForConditionOrTimeOut(() => OnClientSpawnedTestPrefab(instance.GetComponent<NetworkObject>().NetworkObjectId));
|
||||
m_ServerNetworkManager.Shutdown();
|
||||
// As long as no excetptions occur, the test passes.
|
||||
}
|
||||
}
|
||||
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
[TestFixture(true)]
|
||||
@@ -612,7 +569,9 @@ namespace Unity.Netcode.RuntimeTests
|
||||
InitializeServerAndClients(useHost);
|
||||
|
||||
// client must not be allowed to write to a server auth variable
|
||||
Assert.Throws<InvalidOperationException>(() => m_Player1OnClient1.TheScalar.Value = k_TestVal1);
|
||||
|
||||
LogAssert.Expect(LogType.Error, m_Player1OnClient1.TheScalar.GetWritePermissionError());
|
||||
m_Player1OnClient1.TheScalar.Value = k_TestVal1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1053,7 +1012,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestUnsupportedManagedTypesWithUserSerializationDoNotThrowExceptions()
|
||||
// Exceptions should be thrown in DA mode with UserNetworkVariableSerialization
|
||||
public void TestUnsupportedManagedTypesWithUserSerializationDoNotThrowExceptionsInClientServerMode()
|
||||
{
|
||||
var variable = new NetworkVariable<string>();
|
||||
UserNetworkVariableSerialization<string>.ReadValue = (FastBufferReader reader, out string value) =>
|
||||
@@ -1079,6 +1039,10 @@ namespace Unity.Netcode.RuntimeTests
|
||||
variable.ReadField(reader);
|
||||
Assert.AreEqual("012345", variable.Value);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Assert.True(NetworkVariableSerialization<UserNetworkVariableSerialization<string>>.IsDistributedAuthority);
|
||||
}
|
||||
finally
|
||||
{
|
||||
UserNetworkVariableSerialization<string>.ReadValue = null;
|
||||
@@ -5125,408 +5089,5 @@ namespace Unity.Netcode.RuntimeTests
|
||||
yield return base.OnTearDown();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Handles the more generic conditional logic for NetworkList tests
|
||||
/// which can be used with the <see cref="NetcodeIntegrationTest.WaitForConditionOrTimeOut"/>
|
||||
/// that accepts anything derived from the <see cref="ConditionalPredicateBase"/> class
|
||||
/// as a parameter.
|
||||
/// </summary>
|
||||
internal class NetworkListTestPredicate : ConditionalPredicateBase
|
||||
{
|
||||
private const int k_MaxRandomValue = 1000;
|
||||
|
||||
private Dictionary<NetworkListTestStates, Func<bool>> m_StateFunctions;
|
||||
|
||||
// Player1 component on the Server
|
||||
private NetworkVariableTest m_Player1OnServer;
|
||||
|
||||
// Player1 component on client1
|
||||
private NetworkVariableTest m_Player1OnClient1;
|
||||
|
||||
private string m_TestStageFailedMessage;
|
||||
|
||||
public enum NetworkListTestStates
|
||||
{
|
||||
Add,
|
||||
ContainsLarge,
|
||||
Contains,
|
||||
VerifyData,
|
||||
IndexOf,
|
||||
}
|
||||
|
||||
private NetworkListTestStates m_NetworkListTestState;
|
||||
|
||||
public void SetNetworkListTestState(NetworkListTestStates networkListTestState)
|
||||
{
|
||||
m_NetworkListTestState = networkListTestState;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the condition has been reached for the current NetworkListTestState
|
||||
/// </summary>
|
||||
protected override bool OnHasConditionBeenReached()
|
||||
{
|
||||
var isStateRegistered = m_StateFunctions.ContainsKey(m_NetworkListTestState);
|
||||
Assert.IsTrue(isStateRegistered);
|
||||
return m_StateFunctions[m_NetworkListTestState].Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides all information about the players for both sides for simplicity and informative sake.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private string ConditionFailedInfo()
|
||||
{
|
||||
return $"{m_NetworkListTestState} condition test failed:\n Server List Count: {m_Player1OnServer.TheList.Count} vs Client List Count: {m_Player1OnClient1.TheList.Count}\n" +
|
||||
$"Server List Count: {m_Player1OnServer.TheLargeList.Count} vs Client List Count: {m_Player1OnClient1.TheLargeList.Count}\n" +
|
||||
$"Server Delegate Triggered: {m_Player1OnServer.ListDelegateTriggered} | Client Delegate Triggered: {m_Player1OnClient1.ListDelegateTriggered}\n";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When finished, check if a time out occurred and if so assert and provide meaningful information to troubleshoot why
|
||||
/// </summary>
|
||||
protected override void OnFinished()
|
||||
{
|
||||
Assert.IsFalse(TimedOut, $"{nameof(NetworkListTestPredicate)} timed out waiting for the {m_NetworkListTestState} condition to be reached! \n" + ConditionFailedInfo());
|
||||
}
|
||||
|
||||
// Uses the ArrayOperator and validates that on both sides the count and values are the same
|
||||
private bool OnVerifyData()
|
||||
{
|
||||
// Wait until both sides have the same number of elements
|
||||
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check the client values against the server values to make sure they match
|
||||
for (int i = 0; i < m_Player1OnServer.TheList.Count; i++)
|
||||
{
|
||||
if (m_Player1OnServer.TheList[i] != m_Player1OnClient1.TheList[i])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Verifies the data count, values, and that the ListDelegate on both sides was triggered
|
||||
/// </summary>
|
||||
private bool OnAdd()
|
||||
{
|
||||
bool wasTriggerred = m_Player1OnServer.ListDelegateTriggered && m_Player1OnClient1.ListDelegateTriggered;
|
||||
return wasTriggerred && OnVerifyData();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The current version of this test only verified the count of the large list, so that is what this does
|
||||
/// </summary>
|
||||
private bool OnContainsLarge()
|
||||
{
|
||||
return m_Player1OnServer.TheLargeList.Count == m_Player1OnClient1.TheLargeList.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests NetworkList.Contains which also verifies all values are the same on both sides
|
||||
/// </summary>
|
||||
private bool OnContains()
|
||||
{
|
||||
// Wait until both sides have the same number of elements
|
||||
if (m_Player1OnServer.TheList.Count != m_Player1OnClient1.TheList.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Parse through all server values and use the NetworkList.Contains method to check if the value is in the list on the client side
|
||||
foreach (var serverValue in m_Player1OnServer.TheList)
|
||||
{
|
||||
if (!m_Player1OnClient1.TheList.Contains(serverValue))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests NetworkList.IndexOf and verifies that all values are aligned on both sides
|
||||
/// </summary>
|
||||
private bool OnIndexOf()
|
||||
{
|
||||
foreach (var serverSideValue in m_Player1OnServer.TheList)
|
||||
{
|
||||
var indexToTest = m_Player1OnServer.TheList.IndexOf(serverSideValue);
|
||||
if (indexToTest != m_Player1OnServer.TheList.IndexOf(serverSideValue))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public NetworkListTestPredicate(NetworkVariableTest player1OnServer, NetworkVariableTest player1OnClient1, NetworkListTestStates networkListTestState, int elementCount)
|
||||
{
|
||||
m_NetworkListTestState = networkListTestState;
|
||||
m_Player1OnServer = player1OnServer;
|
||||
m_Player1OnClient1 = player1OnClient1;
|
||||
m_StateFunctions = new Dictionary<NetworkListTestStates, Func<bool>>
|
||||
{
|
||||
{ NetworkListTestStates.Add, OnAdd },
|
||||
{ NetworkListTestStates.ContainsLarge, OnContainsLarge },
|
||||
{ NetworkListTestStates.Contains, OnContains },
|
||||
{ NetworkListTestStates.VerifyData, OnVerifyData },
|
||||
{ NetworkListTestStates.IndexOf, OnIndexOf }
|
||||
};
|
||||
|
||||
if (networkListTestState == NetworkListTestStates.ContainsLarge)
|
||||
{
|
||||
for (var i = 0; i < elementCount; ++i)
|
||||
{
|
||||
m_Player1OnServer.TheLargeList.Add(new FixedString128Bytes());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < elementCount; i++)
|
||||
{
|
||||
m_Player1OnServer.TheList.Add(Random.Range(0, k_MaxRandomValue));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[TestFixtureSource(nameof(TestDataSource))]
|
||||
internal class NetworkVariableInheritanceTests : NetcodeIntegrationTest
|
||||
{
|
||||
public NetworkVariableInheritanceTests(HostOrServer hostOrServer)
|
||||
: base(hostOrServer)
|
||||
{
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 2;
|
||||
|
||||
public static IEnumerable<TestFixtureData> TestDataSource() =>
|
||||
Enum.GetValues(typeof(HostOrServer)).OfType<HostOrServer>().Select(x => new TestFixtureData(x));
|
||||
|
||||
internal class ComponentA : NetworkBehaviour
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldA = new NetworkVariable<int>(1);
|
||||
protected NetworkVariable<int> m_ProtectedFieldA = new NetworkVariable<int>(2);
|
||||
private NetworkVariable<int> m_PrivateFieldA = new NetworkVariable<int>(3);
|
||||
|
||||
public void ChangeValuesA(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldA.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldA.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesA(ComponentA other)
|
||||
{
|
||||
return PublicFieldA.Value == other.PublicFieldA.Value &&
|
||||
m_ProtectedFieldA.Value == other.m_ProtectedFieldA.Value &&
|
||||
m_PrivateFieldA.Value == other.m_PrivateFieldA.Value;
|
||||
}
|
||||
}
|
||||
|
||||
internal class ComponentB : ComponentA
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldB = new NetworkVariable<int>(11);
|
||||
protected NetworkVariable<int> m_ProtectedFieldB = new NetworkVariable<int>(22);
|
||||
private NetworkVariable<int> m_PrivateFieldB = new NetworkVariable<int>(33);
|
||||
|
||||
public void ChangeValuesB(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldB.Value = pub;
|
||||
m_ProtectedFieldB.Value = pro;
|
||||
m_PrivateFieldB.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesB(ComponentB other)
|
||||
{
|
||||
return PublicFieldB.Value == other.PublicFieldB.Value &&
|
||||
m_ProtectedFieldB.Value == other.m_ProtectedFieldB.Value &&
|
||||
m_PrivateFieldB.Value == other.m_PrivateFieldB.Value;
|
||||
}
|
||||
}
|
||||
|
||||
internal class ComponentC : ComponentB
|
||||
{
|
||||
public NetworkVariable<int> PublicFieldC = new NetworkVariable<int>(111);
|
||||
protected NetworkVariable<int> m_ProtectedFieldC = new NetworkVariable<int>(222);
|
||||
private NetworkVariable<int> m_PrivateFieldC = new NetworkVariable<int>(333);
|
||||
|
||||
public void ChangeValuesC(int pub, int pro, int pri)
|
||||
{
|
||||
PublicFieldC.Value = pub;
|
||||
m_ProtectedFieldA.Value = pro;
|
||||
m_PrivateFieldC.Value = pri;
|
||||
}
|
||||
|
||||
public bool CompareValuesC(ComponentC other)
|
||||
{
|
||||
return PublicFieldC.Value == other.PublicFieldC.Value &&
|
||||
m_ProtectedFieldC.Value == other.m_ProtectedFieldC.Value &&
|
||||
m_PrivateFieldC.Value == other.m_PrivateFieldC.Value;
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject m_TestObjectPrefab;
|
||||
private ulong m_TestObjectId = 0;
|
||||
|
||||
protected override void OnOneTimeSetup()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
base.OnOneTimeSetup();
|
||||
}
|
||||
|
||||
protected override void OnOneTimeTearDown()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
base.OnOneTimeTearDown();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestObjectPrefab = CreateNetworkObjectPrefab($"[{nameof(NetworkVariableInheritanceTests)}.{nameof(m_TestObjectPrefab)}]");
|
||||
m_TestObjectPrefab.AddComponent<ComponentA>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentB>();
|
||||
m_TestObjectPrefab.AddComponent<ComponentC>();
|
||||
}
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
var serverTestObject = SpawnObject(m_TestObjectPrefab, m_ServerNetworkManager).GetComponent<NetworkObject>();
|
||||
m_TestObjectId = serverTestObject.NetworkObjectId;
|
||||
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
|
||||
serverTestComponentA.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentB.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesA(1000, 2000, 3000);
|
||||
serverTestComponentC.ChangeValuesB(1100, 2200, 3300);
|
||||
serverTestComponentC.ChangeValuesC(1110, 2220, 3330);
|
||||
|
||||
yield return WaitForTicks(m_ServerNetworkManager, 2);
|
||||
}
|
||||
|
||||
private bool CheckTestObjectComponentValuesOnAll()
|
||||
{
|
||||
var serverTestObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var serverTestComponentA = serverTestObject.GetComponent<ComponentA>();
|
||||
var serverTestComponentB = serverTestObject.GetComponent<ComponentB>();
|
||||
var serverTestComponentC = serverTestObject.GetComponent<ComponentC>();
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
var clientTestObject = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjectId];
|
||||
var clientTestComponentA = clientTestObject.GetComponent<ComponentA>();
|
||||
var clientTestComponentB = clientTestObject.GetComponent<ComponentB>();
|
||||
var clientTestComponentC = clientTestObject.GetComponent<ComponentC>();
|
||||
if (!serverTestComponentA.CompareValuesA(clientTestComponentA) ||
|
||||
!serverTestComponentB.CompareValuesA(clientTestComponentB) ||
|
||||
!serverTestComponentB.CompareValuesB(clientTestComponentB) ||
|
||||
!serverTestComponentC.CompareValuesA(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesB(clientTestComponentC) ||
|
||||
!serverTestComponentC.CompareValuesC(clientTestComponentC))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator TestInheritedFields()
|
||||
{
|
||||
yield return WaitForConditionOrTimeOut(CheckTestObjectComponentValuesOnAll);
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, nameof(CheckTestObjectComponentValuesOnAll));
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetvarDespawnShutdown : NetworkBehaviour
|
||||
{
|
||||
private NetworkVariable<int> m_IntNetworkVariable = new NetworkVariable<int>();
|
||||
private NetworkList<int> m_IntList;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_IntList = new NetworkList<int>();
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
m_IntNetworkVariable.Value = 5;
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
m_IntList.Add(i);
|
||||
}
|
||||
}
|
||||
base.OnNetworkDespawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that setting values for NetworkVariable or NetworkList during the
|
||||
/// OnNetworkDespawn method will not cause an exception to occur.
|
||||
/// </summary>
|
||||
internal class NetworkVariableModifyOnNetworkDespawn : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 1;
|
||||
|
||||
private GameObject m_TestPrefab;
|
||||
|
||||
protected override void OnOneTimeSetup()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = true;
|
||||
base.OnOneTimeSetup();
|
||||
}
|
||||
|
||||
protected override void OnOneTimeTearDown()
|
||||
{
|
||||
NetworkVariableBase.IgnoreInitializeWarning = false;
|
||||
base.OnOneTimeTearDown();
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_TestPrefab = CreateNetworkObjectPrefab("NetVarDespawn");
|
||||
m_TestPrefab.AddComponent<NetvarDespawnShutdown>();
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
private bool OnClientSpawnedTestPrefab(ulong networkObjectId)
|
||||
{
|
||||
var clientId = m_ClientNetworkManagers[0].LocalClientId;
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(clientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!s_GlobalNetworkObjects[clientId].ContainsKey(networkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ModifyNetworkVariableOrListOnNetworkDespawn()
|
||||
{
|
||||
var instance = SpawnObject(m_TestPrefab, m_ServerNetworkManager);
|
||||
yield return WaitForConditionOrTimeOut(() => OnClientSpawnedTestPrefab(instance.GetComponent<NetworkObject>().NetworkObjectId));
|
||||
m_ServerNetworkManager.Shutdown();
|
||||
// As long as no excetptions occur, the test passes.
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user