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)
162 lines
7.4 KiB
C#
162 lines
7.4 KiB
C#
using UnityEngine;
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namespace Unity.Netcode
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{
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internal struct ParentSyncMessage : INetworkMessage
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{
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public int Version => 0;
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private const string k_Name = "DestroyObjectMessage";
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public ulong NetworkObjectId;
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private byte m_BitField;
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public bool WorldPositionStays
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{
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get => ByteUtility.GetBit(m_BitField, 0);
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set => ByteUtility.SetBit(ref m_BitField, 0, value);
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}
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//If(Metadata.IsReparented)
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public bool IsLatestParentSet
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{
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get => ByteUtility.GetBit(m_BitField, 1);
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set => ByteUtility.SetBit(ref m_BitField, 1, value);
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}
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//If(IsLatestParentSet)
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public ulong? LatestParent;
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// Is set when the parent should be removed (similar to IsReparented functionality but only for removing the parent)
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public bool RemoveParent
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{
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get => ByteUtility.GetBit(m_BitField, 2);
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set => ByteUtility.SetBit(ref m_BitField, 2, value);
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}
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public bool AuthorityApplied
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{
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get => ByteUtility.GetBit(m_BitField, 3);
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set => ByteUtility.SetBit(ref m_BitField, 3, value);
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}
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// These additional properties are used to synchronize clients with the current position,
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// rotation, and scale after parenting/de-parenting (world/local space relative). This
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// allows users to control the final child's transform values without having to have a
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// NetworkTransform component on the child. (i.e. picking something up)
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Scale;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
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writer.WriteValueSafe(m_BitField);
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if (!RemoveParent)
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{
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if (IsLatestParentSet)
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{
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BytePacker.WriteValueBitPacked(writer, LatestParent.Value);
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}
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}
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// Whether parenting or removing a parent, we always update the position, rotation, and scale
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writer.WriteValueSafe(Position);
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writer.WriteValueSafe(Rotation);
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writer.WriteValueSafe(Scale);
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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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ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
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reader.ReadValueSafe(out m_BitField);
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if (!RemoveParent)
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{
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if (IsLatestParentSet)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out ulong latestParent);
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LatestParent = latestParent;
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}
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}
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// Whether parenting or removing a parent, we always update the position, rotation, and scale
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reader.ReadValueSafe(out Position);
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reader.ReadValueSafe(out Rotation);
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reader.ReadValueSafe(out Scale);
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// If the target NetworkObject does not exist =or= the target latest parent does not exist then defer the message
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if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId) || (LatestParent.HasValue && !networkManager.SpawnManager.SpawnedObjects.ContainsKey(LatestParent.Value)))
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
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return false;
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}
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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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var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
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// For either DA or Client-Server modes, parenting is only valid if the parent was owned by a different authority (i.e. AuthorityApplied) or the sender is from the owner (DA mode)
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// or the server (client-server mode).
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networkObject.AuthorityAppliedParenting = AuthorityApplied || context.SenderId == networkObject.OwnerClientId || context.SenderId == NetworkManager.ServerClientId;
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if (!networkObject.AuthorityAppliedParenting && networkManager.LogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarningServer($"Client-{context.SenderId} sent a ParentSyncMessage but is not the authority of {networkObject.gameObject.name}'s {nameof(NetworkObject)} component!");
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// DANGO-TODO: Still determining if we should not apply this change (I am leaning towards not allowing it).
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}
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networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
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networkObject.ApplyNetworkParenting(RemoveParent);
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// This check is primarily for client-server network topologies when the motion model is owner authoritative:
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// When SyncOwnerTransformWhenParented is enabled, then always apply the transform values.
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// When SyncOwnerTransformWhenParented is disabled, then only synchronize the transform on non-owner instances.
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if (networkObject.SyncOwnerTransformWhenParented || (!networkObject.SyncOwnerTransformWhenParented && !networkObject.IsOwner))
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{
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// We set all of the transform values after parenting as they are
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// the values of the server-side post-parenting transform values
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if (!WorldPositionStays)
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{
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networkObject.transform.localPosition = Position;
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networkObject.transform.localRotation = Rotation;
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}
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else
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{
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networkObject.transform.position = Position;
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networkObject.transform.rotation = Rotation;
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}
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networkObject.transform.localScale = Scale;
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}
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// If in distributed authority mode and we are running a DAHost and this is the DAHost, then forward the parent changed message to any remaining clients
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if ((networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost) || (networkObject.AllowOwnerToParent && context.SenderId == networkObject.OwnerClientId && networkManager.IsServer))
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{
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var size = 0;
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var message = this;
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foreach (var client in networkManager.ConnectedClients)
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{
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if (client.Value.ClientId == networkObject.OwnerClientId || client.Value.ClientId == networkManager.LocalClientId)
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{
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continue;
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}
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if (networkObject.IsNetworkVisibleTo(client.Value.ClientId))
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{
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size = networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
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networkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
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}
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else
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{
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Debug.Log($"[DAHost][ParentingProxy] Client-{client.Value.ClientId} has no visibility to {networkObject.name}!");
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}
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}
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}
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}
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}
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}
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