using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Netcode
{
///
/// The configuration object used to start server, client and hosts
///
[Serializable]
public class NetworkConfig
{
///
/// The protocol version. Different versions doesn't talk to each other.
///
[Tooltip("Use this to make two builds incompatible with each other")]
public ushort ProtocolVersion = 0;
///
/// The transport hosts the sever uses
///
[Tooltip("The NetworkTransport to use")]
public NetworkTransport NetworkTransport = null;
///
/// The default player prefab
///
[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
public GameObject PlayerPrefab;
[SerializeField]
public NetworkPrefabs Prefabs = new NetworkPrefabs();
///
/// The tickrate of network ticks. This value controls how often netcode runs user code and sends out data.
///
[Tooltip("The tickrate. This value controls how often netcode runs user code and sends out data. The value is in 'ticks per seconds' which means a value of 50 will result in 50 ticks being executed per second or a fixed delta time of 0.02.")]
public uint TickRate = 30;
///
/// The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected.
///
/// If the timeout is reached before approval is completed the client will be disconnected.
///
///
/// The period begins after the is received on the server.
/// The period ends once the server finishes processing a from the client.
///
/// This setting is independent of any Transport-level timeouts that may be in effect. It covers the time between
/// the connection being established on the Transport layer, the client sending a
/// , and the server processing that message through .
///
/// This setting is server-side only.
///
[Tooltip("The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected")]
public int ClientConnectionBufferTimeout = 10;
///
/// Whether or not to use connection approval
///
[Tooltip("Whether or not to force clients to be approved before they connect")]
public bool ConnectionApproval = false;
///
/// The data to send during connection which can be used to decide on if a client should get accepted
///
[Tooltip("The connection data sent along with connection requests")]
public byte[] ConnectionData = new byte[0];
///
/// If your logic uses the NetworkTime, this should probably be turned off. If however it's needed to maximize accuracy, this is recommended to be turned on
///
[Tooltip("Enable this to re-sync the NetworkTime after the initial sync")]
public bool EnableTimeResync = false;
///
/// If time re-sync is turned on, this specifies the interval between syncs in seconds.
///
[Tooltip("The amount of seconds between re-syncs of NetworkTime, if enabled")]
public int TimeResyncInterval = 30;
///
/// Whether or not to ensure that NetworkVariables can be read even if a client accidentally writes where its not allowed to. This costs some CPU and bandwidth.
///
[Tooltip("Ensures that NetworkVariables can be read even if a client accidental writes where its not allowed to. This will cost some CPU time and bandwidth")]
public bool EnsureNetworkVariableLengthSafety = false;
///
/// Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.
/// SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.
///
[Tooltip("Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.\n" +
"SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.")]
public bool EnableSceneManagement = true;
///
/// Whether or not the netcode should check for differences in the prefabs at connection.
/// If you dynamically add prefabs at runtime, turn this OFF
///
[Tooltip("Whether or not the netcode should check for differences in the prefab lists at connection")]
public bool ForceSamePrefabs = true;
///
/// If true, NetworkIds will be reused after the NetworkIdRecycleDelay.
///
[Tooltip("If true, NetworkIds will be reused after the NetworkIdRecycleDelay")]
public bool RecycleNetworkIds = true;
///
/// The amount of seconds a NetworkId has to be unused in order for it to be reused.
///
[Tooltip("The amount of seconds a NetworkId has to unused in order for it to be reused")]
public float NetworkIdRecycleDelay = 120f;
///
/// Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions
///
[Tooltip("The maximum amount of bytes to use for RPC messages.")]
public HashSize RpcHashSize = HashSize.VarIntFourBytes;
///
/// The amount of seconds to wait for all clients to load or unload a requested scene
///
[Tooltip("The amount of seconds to wait for all clients to load or unload a requested scene (only when EnableSceneManagement is enabled)")]
public int LoadSceneTimeOut = 120;
///
/// The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped.
///
[Tooltip("The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped")]
public float SpawnTimeout = 1f;
///
/// Whether or not to enable network logs.
///
public bool EnableNetworkLogs = true;
///
/// The number of RTT samples that is kept as an average for calculations
///
public const int RttAverageSamples = 5; // number of RTT to keep an average of (plus one)
///
/// The number of slots used for RTT calculations. This is the maximum amount of in-flight messages
///
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
///
/// Returns a base64 encoded version of the configuration
///
///
public string ToBase64()
{
NetworkConfig config = this;
var writer = new FastBufferWriter(1024, Allocator.Temp);
using (writer)
{
writer.WriteValueSafe(config.ProtocolVersion);
writer.WriteValueSafe(config.TickRate);
writer.WriteValueSafe(config.ClientConnectionBufferTimeout);
writer.WriteValueSafe(config.ConnectionApproval);
writer.WriteValueSafe(config.LoadSceneTimeOut);
writer.WriteValueSafe(config.EnableTimeResync);
writer.WriteValueSafe(config.EnsureNetworkVariableLengthSafety);
writer.WriteValueSafe(config.RpcHashSize);
writer.WriteValueSafe(ForceSamePrefabs);
writer.WriteValueSafe(EnableSceneManagement);
writer.WriteValueSafe(RecycleNetworkIds);
writer.WriteValueSafe(NetworkIdRecycleDelay);
writer.WriteValueSafe(EnableNetworkLogs);
// Allocates
return Convert.ToBase64String(writer.ToArray());
}
}
///
/// Sets the NetworkConfig data with that from a base64 encoded version
///
/// The base64 encoded version
public void FromBase64(string base64)
{
NetworkConfig config = this;
byte[] binary = Convert.FromBase64String(base64);
using var reader = new FastBufferReader(binary, Allocator.Temp);
using (reader)
{
reader.ReadValueSafe(out config.ProtocolVersion);
reader.ReadValueSafe(out config.TickRate);
reader.ReadValueSafe(out config.ClientConnectionBufferTimeout);
reader.ReadValueSafe(out config.ConnectionApproval);
reader.ReadValueSafe(out config.LoadSceneTimeOut);
reader.ReadValueSafe(out config.EnableTimeResync);
reader.ReadValueSafe(out config.EnsureNetworkVariableLengthSafety);
reader.ReadValueSafe(out config.RpcHashSize);
reader.ReadValueSafe(out config.ForceSamePrefabs);
reader.ReadValueSafe(out config.EnableSceneManagement);
reader.ReadValueSafe(out config.RecycleNetworkIds);
reader.ReadValueSafe(out config.NetworkIdRecycleDelay);
reader.ReadValueSafe(out config.EnableNetworkLogs);
}
}
private ulong? m_ConfigHash = null;
///
/// Clears out the configuration hash value generated for a specific network session
///
internal void ClearConfigHash()
{
m_ConfigHash = null;
}
///
/// Gets a SHA256 hash of parts of the NetworkConfig instance
///
///
///
public ulong GetConfig(bool cache = true)
{
if (m_ConfigHash != null && cache)
{
return m_ConfigHash.Value;
}
var writer = new FastBufferWriter(1024, Allocator.Temp, int.MaxValue);
using (writer)
{
writer.WriteValueSafe(ProtocolVersion);
writer.WriteValueSafe(NetworkConstants.PROTOCOL_VERSION);
if (ForceSamePrefabs)
{
var sortedDictionary = Prefabs.NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
foreach (var sortedEntry in sortedDictionary)
{
writer.WriteValueSafe(sortedEntry.Key);
}
}
writer.WriteValueSafe(TickRate);
writer.WriteValueSafe(ConnectionApproval);
writer.WriteValueSafe(ForceSamePrefabs);
writer.WriteValueSafe(EnableSceneManagement);
writer.WriteValueSafe(EnsureNetworkVariableLengthSafety);
writer.WriteValueSafe(RpcHashSize);
if (cache)
{
m_ConfigHash = XXHash.Hash64(writer.ToArray());
return m_ConfigHash.Value;
}
return XXHash.Hash64(writer.ToArray());
}
}
///
/// Compares a SHA256 hash with the current NetworkConfig instances hash
///
///
///
public bool CompareConfig(ulong hash)
{
return hash == GetConfig();
}
internal void InitializePrefabs()
{
if (HasOldPrefabList())
{
MigrateOldNetworkPrefabsToNetworkPrefabsList();
}
Prefabs.Initialize();
}
[NonSerialized]
private bool m_DidWarnOldPrefabList = false;
private void WarnOldPrefabList()
{
if (!m_DidWarnOldPrefabList)
{
Debug.LogWarning("Using Legacy Network Prefab List. Consider Migrating.");
m_DidWarnOldPrefabList = true;
}
}
///
/// Returns true if the old List<NetworkPrefab> serialized data is present.
///
///
/// Internal use only to help migrate projects.
internal bool HasOldPrefabList()
{
return OldPrefabList?.Count > 0;
}
///
/// Migrate the old format List<NetworkPrefab> prefab registration to the new NetworkPrefabsList ScriptableObject.
///
///
/// OnAfterDeserialize cannot instantiate new objects (e.g. NetworkPrefabsList SO) since it executes in a thread, so we have to do it later.
/// Since NetworkConfig isn't a Unity.Object it doesn't get an Awake callback, so we have to do this in NetworkManager and expose this API.
///
internal NetworkPrefabsList MigrateOldNetworkPrefabsToNetworkPrefabsList()
{
if (OldPrefabList == null || OldPrefabList.Count == 0)
{
return null;
}
if (Prefabs == null)
{
throw new Exception("Prefabs field is null.");
}
Prefabs.NetworkPrefabsLists.Add(ScriptableObject.CreateInstance());
if (OldPrefabList?.Count > 0)
{
// Migrate legacy types/fields
foreach (var networkPrefab in OldPrefabList)
{
Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1].Add(networkPrefab);
}
}
OldPrefabList = null;
return Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1];
}
[FormerlySerializedAs("NetworkPrefabs")]
[SerializeField]
internal List OldPrefabList;
}
}