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com.unity.netcode.gameobjects/Runtime/Components/RigidbodyContactEventManager.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

387 lines
17 KiB
C#

#if COM_UNITY_MODULES_PHYSICS
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
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
{
public static RigidbodyContactEventManager Instance { get; private set; }
private struct JobResultStruct
{
public bool HasCollisionStay;
public int ThisInstanceID;
public int OtherInstanceID;
public Vector3 AverageNormal;
public Vector3 AverageCollisionStayNormal;
public Vector3 ContactPoint;
}
private NativeArray<JobResultStruct> m_ResultsArray;
private int m_Count = 0;
private JobHandle m_JobHandle;
private readonly Dictionary<int, Rigidbody> m_RigidbodyMapping = new Dictionary<int, Rigidbody>();
private readonly Dictionary<int, IContactEventHandler> m_HandlerMapping = new Dictionary<int, IContactEventHandler>();
private readonly Dictionary<int, ContactEventHandlerInfo> m_HandlerInfo = new Dictionary<int, ContactEventHandlerInfo>();
private void OnEnable()
{
m_ResultsArray = new NativeArray<JobResultStruct>(16, Allocator.Persistent);
Physics.ContactEvent += Physics_ContactEvent;
if (Instance != null)
{
NetworkLog.LogError($"[Invalid][Multiple Instances] Found more than one instance of {nameof(RigidbodyContactEventManager)}: {name} and {Instance.name}");
NetworkLog.LogError($"[Disable][Additional Instance] Disabling {name} instance!");
gameObject.SetActive(false);
return;
}
Instance = this;
}
/// <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();
var instanceId = rigidbody.GetInstanceID();
if (register)
{
if (!m_RigidbodyMapping.ContainsKey(instanceId))
{
m_RigidbodyMapping.Add(instanceId, rigidbody);
}
if (!m_HandlerMapping.ContainsKey(instanceId))
{
m_HandlerMapping.Add(instanceId, contactEventHandler);
}
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
{
m_RigidbodyMapping.Remove(instanceId);
m_HandlerMapping.Remove(instanceId);
}
}
private void OnDisable()
{
m_JobHandle.Complete();
m_ResultsArray.Dispose();
Physics.ContactEvent -= Physics_ContactEvent;
m_RigidbodyMapping.Clear();
Instance = null;
}
private bool m_HasCollisions;
private int m_CurrentCount = 0;
private void ProcessCollisions()
{
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 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)
{
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
}
else
{
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint);
}
}
}
private void FixedUpdate()
{
// Only process new collisions
if (!m_HasCollisions && m_CurrentCount == 0)
{
return;
}
// This assures we won't process the same collision
// set after it has been processed.
if (m_HasCollisions)
{
m_CurrentCount = m_Count;
m_HasCollisions = false;
m_JobHandle.Complete();
}
ProcessCollisions();
}
private void LateUpdate()
{
m_CurrentCount = 0;
}
private ulong m_EventId;
private void Physics_ContactEvent(PhysicsScene scene, NativeArray<ContactPairHeader>.ReadOnly pairHeaders)
{
m_EventId++;
m_HasCollisions = true;
int n = pairHeaders.Length;
if (m_ResultsArray.Length < n)
{
m_ResultsArray.Dispose();
m_ResultsArray = new NativeArray<JobResultStruct>(Mathf.NextPowerOfTwo(n), Allocator.Persistent);
}
m_Count = n;
var job = new GetCollisionsJob()
{
PairedHeaders = pairHeaders,
ResultsArray = m_ResultsArray
};
m_JobHandle = job.Schedule(n, 256);
}
private struct GetCollisionsJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<ContactPairHeader>.ReadOnly PairedHeaders;
public NativeArray<JobResultStruct> ResultsArray;
public void Execute(int index)
{
Vector3 averageNormal = Vector3.zero;
Vector3 averagePoint = Vector3.zero;
Vector3 averageCollisionStay = Vector3.zero;
int count = 0;
int collisionStaycount = 0;
int positionCount = 0;
for (int j = 0; j < PairedHeaders[index].pairCount; j++)
{
ref readonly var pair = ref PairedHeaders[index].GetContactPair(j);
if (pair.isCollisionExit)
{
continue;
}
for (int k = 0; k < pair.contactCount; k++)
{
ref readonly var contact = ref pair.GetContactPoint(k);
averagePoint += contact.position;
positionCount++;
if (!pair.isCollisionStay)
{
averageNormal += contact.normal;
count++;
}
else
{
averageCollisionStay += contact.normal;
collisionStaycount++;
}
}
}
if (count != 0)
{
averageNormal /= count;
}
if (collisionStaycount != 0)
{
averageCollisionStay /= collisionStaycount;
}
if (positionCount != 0)
{
averagePoint /= positionCount;
}
var result = new JobResultStruct()
{
ThisInstanceID = PairedHeaders[index].bodyInstanceID,
OtherInstanceID = PairedHeaders[index].otherBodyInstanceID,
AverageNormal = averageNormal,
HasCollisionStay = collisionStaycount != 0,
AverageCollisionStayNormal = averageCollisionStay,
ContactPoint = averagePoint
};
ResultsArray[index] = result;
}
}
}
}
#endif