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)
153 lines
7.6 KiB
C#
153 lines
7.6 KiB
C#
using System;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Unity.Netcode
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{
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internal struct ILPPMessageProvider : INetworkMessageProvider
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{
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#pragma warning disable IDE1006 // disable naming rule violation check
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// This is NOT modified by RuntimeAccessModifiersILPP right now, but is populated by ILPP.
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internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
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#pragma warning restore IDE1006 // restore naming rule violation check
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/// <summary>
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/// Enum representing the different types of messages that can be sent over the network.
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/// The values cannot be changed, as they are used to serialize and deserialize messages.
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/// Adding new messages should be done by adding new values to the end of the enum
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/// using the next free value.
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/// </summary>
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/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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/// Add any new Message types to this table at the END with incremented index value
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/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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internal enum NetworkMessageTypes : uint
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{
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ConnectionApproved = 0,
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ConnectionRequest = 1,
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ChangeOwnership = 2,
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ClientConnected = 3,
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ClientDisconnected = 4,
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ClientRpc = 5,
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CreateObject = 6,
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DestroyObject = 7,
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DisconnectReason = 8,
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ForwardClientRpc = 9,
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ForwardServerRpc = 10,
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NamedMessage = 11,
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NetworkTransformMessage = 12,
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NetworkVariableDelta = 13,
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ParentSync = 14,
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Proxy = 15,
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Rpc = 16,
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SceneEvent = 17,
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ServerLog = 18,
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ServerRpc = 19,
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SessionOwner = 20,
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TimeSync = 21,
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Unnamed = 22,
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AnticipationCounterSyncPingMessage = 23,
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AnticipationCounterSyncPongMessage = 24,
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}
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// Enable this for integration tests that need no message types defined
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internal static bool IntegrationTestNoMessages;
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public List<NetworkMessageManager.MessageWithHandler> GetMessages()
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{
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// return no message types when defined for integration tests
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if (IntegrationTestNoMessages)
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{
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return new List<NetworkMessageManager.MessageWithHandler>();
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}
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var messageTypeCount = Enum.GetValues(typeof(NetworkMessageTypes)).Length;
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// Assure the allowed types count is the same as our NetworkMessageType enum count
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if (__network_message_types.Count != messageTypeCount)
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{
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throw new Exception($"Allowed types is not equal to the number of message type indices! Allowed Count: {__network_message_types.Count} | Index Count: {messageTypeCount}");
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}
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// Populate with blanks to be replaced later
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var adjustedMessageTypes = new List<NetworkMessageManager.MessageWithHandler>();
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var blank = new NetworkMessageManager.MessageWithHandler();
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for (int i = 0; i < messageTypeCount; i++)
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{
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adjustedMessageTypes.Add(blank);
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}
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// Create a type to enum index lookup table
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// Add new Message types to this table paired with its new NetworkMessageTypes enum
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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var messageTypes = new Dictionary<Type, NetworkMessageTypes>
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{
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{ typeof(ConnectionApprovedMessage), NetworkMessageTypes.ConnectionApproved }, // This MUST be first
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{ typeof(ConnectionRequestMessage), NetworkMessageTypes.ConnectionRequest }, // This MUST be second
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{ typeof(ChangeOwnershipMessage), NetworkMessageTypes.ChangeOwnership },
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{ typeof(ClientConnectedMessage), NetworkMessageTypes.ClientConnected },
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{ typeof(ClientDisconnectedMessage), NetworkMessageTypes.ClientDisconnected },
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{ typeof(ClientRpcMessage), NetworkMessageTypes.ClientRpc },
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{ typeof(CreateObjectMessage), NetworkMessageTypes.CreateObject },
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{ typeof(DestroyObjectMessage), NetworkMessageTypes.DestroyObject },
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{ typeof(DisconnectReasonMessage), NetworkMessageTypes.DisconnectReason },
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{ typeof(ForwardClientRpcMessage), NetworkMessageTypes.ForwardClientRpc },
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{ typeof(ForwardServerRpcMessage), NetworkMessageTypes.ForwardServerRpc },
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{ typeof(NamedMessage), NetworkMessageTypes.NamedMessage },
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{ typeof(NetworkTransformMessage), NetworkMessageTypes.NetworkTransformMessage },
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{ typeof(NetworkVariableDeltaMessage), NetworkMessageTypes.NetworkVariableDelta },
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{ typeof(ParentSyncMessage), NetworkMessageTypes.ParentSync },
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{ typeof(ProxyMessage), NetworkMessageTypes.Proxy },
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{ typeof(RpcMessage), NetworkMessageTypes.Rpc },
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{ typeof(SceneEventMessage), NetworkMessageTypes.SceneEvent },
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{ typeof(ServerLogMessage), NetworkMessageTypes.ServerLog },
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{ typeof(ServerRpcMessage), NetworkMessageTypes.ServerRpc },
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{ typeof(TimeSyncMessage), NetworkMessageTypes.TimeSync },
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{ typeof(UnnamedMessage), NetworkMessageTypes.Unnamed },
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{ typeof(SessionOwnerMessage), NetworkMessageTypes.SessionOwner },
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{ typeof(AnticipationCounterSyncPingMessage), NetworkMessageTypes.AnticipationCounterSyncPingMessage},
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{ typeof(AnticipationCounterSyncPongMessage), NetworkMessageTypes.AnticipationCounterSyncPongMessage},
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};
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// Assure the type to lookup table count and NetworkMessageType enum count matches (i.e. to catch human error when adding new messages)
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if (messageTypes.Count != messageTypeCount)
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{
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throw new Exception($"Message type to Message type index count mistmatch! Table Count: {messageTypes.Count} | Index Count: {messageTypeCount}");
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}
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// Now order the allowed types list based on the order of the NetworkMessageType enum
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foreach (var messageHandler in __network_message_types)
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{
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if (!messageTypes.ContainsKey(messageHandler.MessageType))
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{
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throw new Exception($"Missing message type from lookup table: {messageHandler.MessageType}");
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}
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adjustedMessageTypes[(int)messageTypes[messageHandler.MessageType]] = messageHandler;
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}
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// return the NetworkMessageType enum ordered list
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return adjustedMessageTypes;
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}
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#if UNITY_EDITOR
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[InitializeOnLoadMethod]
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public static void NotifyOnPlayStateChange()
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{
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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public static void OnPlayModeStateChanged(PlayModeStateChange change)
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{
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if (change == PlayModeStateChange.ExitingPlayMode)
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{
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// Clear out the network message types, because ILPP-generated RuntimeInitializeOnLoad code will
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// run again and add more messages to it.
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__network_message_types.Clear();
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}
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}
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#endif
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}
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}
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