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)
353 lines
16 KiB
C#
353 lines
16 KiB
C#
using System.Collections.Generic;
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using Unity.Collections;
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namespace Unity.Netcode
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{
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internal struct ServiceConfig : INetworkSerializable
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{
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public uint SessionVersion;
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public bool IsRestoredSession;
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public ulong CurrentSessionOwner;
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public bool ServerRedistribution;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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if (serializer.IsWriter)
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{
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BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), SessionVersion);
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serializer.SerializeValue(ref IsRestoredSession);
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BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), CurrentSessionOwner);
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if (SessionVersion >= SessionConfig.ServerDistributionCompatible)
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{
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serializer.SerializeValue(ref ServerRedistribution);
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}
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}
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else
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{
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ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out SessionVersion);
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serializer.SerializeValue(ref IsRestoredSession);
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ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out CurrentSessionOwner);
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if (SessionVersion >= SessionConfig.ServerDistributionCompatible)
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{
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serializer.SerializeValue(ref ServerRedistribution);
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}
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else
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{
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ServerRedistribution = false;
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}
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}
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}
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}
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internal struct ConnectionApprovedMessage : INetworkMessage
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{
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private const int k_AddCMBServiceConfig = 2;
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private const int k_VersionAddClientIds = 1;
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public int Version => k_AddCMBServiceConfig;
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public ulong OwnerClientId;
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public int NetworkTick;
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// The cloud state service should set this if we are restoring a session
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public ServiceConfig ServiceConfig;
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public bool IsRestoredSession;
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public ulong CurrentSessionOwner;
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// Not serialized
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public bool IsDistributedAuthority;
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// Not serialized, held as references to serialize NetworkVariable data
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public HashSet<NetworkObject> SpawnedObjectsList;
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private FastBufferReader m_ReceivedSceneObjectData;
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public NativeArray<MessageVersionData> MessageVersions;
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public NativeArray<ulong> ConnectedClientIds;
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private int m_ReceiveMessageVersion;
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private ulong GetSessionOwner()
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{
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if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
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{
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return ServiceConfig.CurrentSessionOwner;
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}
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else
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{
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return CurrentSessionOwner;
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}
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}
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private bool GetIsSessionRestor()
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{
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if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
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{
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return ServiceConfig.IsRestoredSession;
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}
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else
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{
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return IsRestoredSession;
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}
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}
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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// ============================================================
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// BEGIN FORBIDDEN SEGMENT
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// DO NOT CHANGE THIS HEADER. Everything added to this message
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// must go AFTER the message version header.
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// ============================================================
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BytePacker.WriteValueBitPacked(writer, MessageVersions.Length);
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foreach (var messageVersion in MessageVersions)
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{
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messageVersion.Serialize(writer);
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}
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// ============================================================
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// END FORBIDDEN SEGMENT
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// ============================================================
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BytePacker.WriteValueBitPacked(writer, OwnerClientId);
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BytePacker.WriteValueBitPacked(writer, NetworkTick);
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if (IsDistributedAuthority)
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{
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if (targetVersion >= k_AddCMBServiceConfig)
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{
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ServiceConfig.IsRestoredSession = false;
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ServiceConfig.CurrentSessionOwner = CurrentSessionOwner;
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writer.WriteNetworkSerializable(ServiceConfig);
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}
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else
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{
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writer.WriteValueSafe(IsRestoredSession);
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BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
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}
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}
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if (targetVersion >= k_VersionAddClientIds)
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{
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writer.WriteValueSafe(ConnectedClientIds);
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}
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uint sceneObjectCount = 0;
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// When SpawnedObjectsList is not null then scene management is disabled. Provide a list of
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// all observed and spawned NetworkObjects that the approved client needs to synchronize.
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if (SpawnedObjectsList != null)
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{
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var pos = writer.Position;
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writer.Seek(writer.Position + FastBufferWriter.GetWriteSize(sceneObjectCount));
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// Serialize NetworkVariable data
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foreach (var sobj in SpawnedObjectsList)
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{
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if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
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{
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sobj.Observers.Add(OwnerClientId);
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// In distributed authority mode, we send the currently known observers of each NetworkObject to the client being synchronized.
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var sceneObject = sobj.GetMessageSceneObject(OwnerClientId, IsDistributedAuthority);
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sceneObject.Serialize(writer);
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++sceneObjectCount;
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}
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}
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writer.Seek(pos);
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// Can't pack this value because its space is reserved, so it needs to always use all the reserved space.
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writer.WriteValueSafe(sceneObjectCount);
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writer.Seek(writer.Length);
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}
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else
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{
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writer.WriteValueSafe(sceneObjectCount);
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}
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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if (!networkManager.IsClient)
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{
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return false;
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}
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// ============================================================
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// BEGIN FORBIDDEN SEGMENT
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// DO NOT CHANGE THIS HEADER. Everything added to this message
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// must go AFTER the message version header.
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// ============================================================
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ByteUnpacker.ReadValueBitPacked(reader, out int length);
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var messageHashesInOrder = new NativeArray<uint>(length, Allocator.Temp);
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for (var i = 0; i < length; ++i)
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{
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var messageVersion = new MessageVersionData();
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messageVersion.Deserialize(reader);
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networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
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messageHashesInOrder[i] = messageVersion.Hash;
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// Update the received version since this message will always be passed version 0, due to the map not
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// being initialized until just now.
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var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
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if (messageType == typeof(ConnectionApprovedMessage))
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{
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receivedMessageVersion = messageVersion.Version;
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}
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}
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networkManager.ConnectionManager.MessageManager.SetServerMessageOrder(messageHashesInOrder);
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messageHashesInOrder.Dispose();
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// ============================================================
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// END FORBIDDEN SEGMENT
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// ============================================================
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m_ReceiveMessageVersion = receivedMessageVersion;
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ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
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ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
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if (networkManager.DistributedAuthorityMode)
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{
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if (receivedMessageVersion >= k_AddCMBServiceConfig)
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{
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reader.ReadNetworkSerializable(out ServiceConfig);
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networkManager.SessionConfig = new SessionConfig(ServiceConfig);
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}
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else
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{
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reader.ReadValueSafe(out IsRestoredSession);
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ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
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networkManager.SessionConfig = new SessionConfig(SessionConfig.NoFeatureCompatibility);
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}
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}
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if (receivedMessageVersion >= k_VersionAddClientIds)
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{
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reader.ReadValueSafe(out ConnectedClientIds, Allocator.TempJob);
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}
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else
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{
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ConnectedClientIds = new NativeArray<ulong>(0, Allocator.TempJob);
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}
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m_ReceivedSceneObjectData = reader;
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo($"[Client-{OwnerClientId}] Connection approved! Synchronizing...");
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}
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networkManager.LocalClientId = OwnerClientId;
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networkManager.MessageManager.SetLocalClientId(networkManager.LocalClientId);
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networkManager.NetworkMetrics.SetConnectionId(networkManager.LocalClientId);
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if (networkManager.DistributedAuthorityMode)
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{
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networkManager.SetSessionOwner(GetSessionOwner());
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if (networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
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{
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networkManager.SceneManager.InitializeScenesLoaded();
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}
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}
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var time = new NetworkTime(networkManager.NetworkTickSystem.TickRate, NetworkTick);
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networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
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networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
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networkManager.ConnectionManager.LocalClient.SetRole(false, true, networkManager);
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networkManager.ConnectionManager.LocalClient.IsApproved = true;
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networkManager.ConnectionManager.LocalClient.ClientId = OwnerClientId;
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// Stop the client-side approval timeout coroutine since we are approved.
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networkManager.ConnectionManager.StopClientApprovalCoroutine();
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networkManager.ConnectionManager.ConnectedClientIds.Clear();
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foreach (var clientId in ConnectedClientIds)
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{
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if (!networkManager.ConnectionManager.ConnectedClientIds.Contains(clientId))
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{
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networkManager.ConnectionManager.AddClient(clientId);
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}
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}
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// Only if scene management is disabled do we handle NetworkObject synchronization at this point
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if (!networkManager.NetworkConfig.EnableSceneManagement)
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{
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// DANGO-TODO: This is a temporary fix for no DA CMB scene event handling.
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// We will either use this same concept or provide some way for the CMB state plugin to handle it.
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if (networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
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{
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networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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}
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else
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{
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networkManager.SpawnManager.DestroySceneObjects();
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}
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m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount);
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// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
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// to create a list to hold the data. This is a breach of convention for performance reasons.
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for (ushort i = 0; i < sceneObjectCount; i++)
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{
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var sceneObject = new NetworkObject.SceneObject();
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sceneObject.Deserialize(m_ReceivedSceneObjectData);
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NetworkObject.AddSceneObject(sceneObject, m_ReceivedSceneObjectData, networkManager);
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}
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// Mark the client being connected
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networkManager.IsConnectedClient = true;
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if (networkManager.AutoSpawnPlayerPrefabClientSide)
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{
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networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
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}
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo($"[Client-{OwnerClientId}][Scene Management Disabled] Synchronization complete!");
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}
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// When scene management is disabled we notify after everything is synchronized
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networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
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// For convenience, notify all NetworkBehaviours that synchronization is complete.
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networkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
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}
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else
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{
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if (networkManager.DistributedAuthorityMode && networkManager.CMBServiceConnection && networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
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{
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// Mark the client being connected
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networkManager.IsConnectedClient = true;
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networkManager.SceneManager.IsRestoringSession = GetIsSessionRestor();
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if (!networkManager.SceneManager.IsRestoringSession)
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{
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// Synchronize the service with the initial session owner's loaded scenes and spawned objects
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networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
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// Spawn any in-scene placed NetworkObjects
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networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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// Spawn the local player of the session owner
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if (networkManager.AutoSpawnPlayerPrefabClientSide)
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{
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networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
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}
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// Synchronize the service with the initial session owner's loaded scenes and spawned objects
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networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
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// With scene management enabled and since the session owner doesn't send a Synchronize scene event synchronize itself,
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// we need to notify the session owner that everything should be synchronized/spawned at this time.
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networkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
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// When scene management is enabled and since the session owner is synchronizing the service (i.e. acting like host),
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// we need to locallyh invoke the OnClientConnected callback at this point in time.
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networkManager.ConnectionManager.InvokeOnClientConnectedCallback(OwnerClientId);
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}
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}
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}
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ConnectedClientIds.Dispose();
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}
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}
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}
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