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com.unity.netcode.gameobjects/Runtime/Messaging/INetworkMessage.cs
Unity Technologies 4d70c198bd com.unity.netcode.gameobjects@1.5.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [1.5.1] - 2023-06-07

### Added

- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)

### Fixed

- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events.  (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)

## Changed

- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
2023-06-07 00:00:00 +00:00

48 lines
2.7 KiB
C#

namespace Unity.Netcode
{
/// <summary>
/// Base building block for creating a message. Any struct (or class) that implements INetworkMessage
/// will automatically be found by the system and all the proper mechanisms for sending and receiving
/// that message will be hooked up automatically.
///
/// It's generally recommended to implement INetworkMessage types as structs, and define your messages
/// as close as you can to the network transport format. For messages with no dynamic-length or optional
/// data, FastBufferWriter allows for serializing the entire struct at once via writer.WriteValue(this)
///
/// In addition to the specified Serialize method, all INetworkMessage types must also have a
/// static message handler for receiving messages of the following name and signature:
///
/// <code>
/// public static void Receive(FastBufferReader reader, ref NetworkContext context)
/// </code>
///
/// It is the responsibility of the Serialize and Receive methods to ensure there is enough buffer space
/// to perform the serialization/deserialization, either via <see cref="FastBufferWriter.TryBeginWrite"/> and
/// <see cref="FastBufferReader.TryBeginRead"/>, or via <see cref="FastBufferWriter.WriteValueSafe{T}(T)"/> and
/// <see cref="FastBufferReader.ReadValueSafe{T}(T)"/>. The former is more efficient when it can be used
/// for bounds checking for multiple values at once.
///
/// When bandwidth is a bigger concern than CPU usage, values can be packed with <see cref="BytePacker"/>
/// and <see cref="ByteUnpacker"/>.
///
/// Note that for messages sent using non-fragmenting delivery modes (anything other than
/// <see cref="NetworkDelivery.ReliableFragmentedSequenced"/>), there is a hard limit of 1300 bytes per message.
/// With the fragmenting delivery mode, the limit is 64000 bytes per message. If your messages exceed that limit,
/// you will have to split them into multiple smaller messages.
///
/// Messages are sent with:
/// <see cref="NetworkManager.SendMessage{T}(T, NetworkDelivery, ulong, bool)"/>
/// <see cref="NetworkManager.SendMessage{T}(T, NetworkDelivery, ulong*, int, bool)"/>
/// <see cref="NetworkManager.SendMessage{T, U}(T, NetworkDelivery, U, bool)"/>
/// <see cref="NetworkManager.SendMessage{T}(T, NetworkDelivery, NativeArray{ulong}, bool)"/>
/// </summary>
internal interface INetworkMessage
{
void Serialize(FastBufferWriter writer, int targetVersion);
bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion);
void Handle(ref NetworkContext context);
int Version { get; }
}
}