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)
611 lines
27 KiB
C#
611 lines
27 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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/// <summary>
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/// Configuration for the default method by which an RPC is communicated across the network
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/// </summary>
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public enum SendTo
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{
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/// <summary>
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/// Send to the NetworkObject's current owner.
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/// Will execute locally if the local process is the owner.
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/// </summary>
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Owner,
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/// <summary>
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/// Send to everyone but the current owner, filtered to the current observer list.
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/// Will execute locally if the local process is not the owner.
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/// </summary>
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NotOwner,
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/// <summary>
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/// Send to the server, regardless of ownership.
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/// Will execute locally if invoked on the server.
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/// </summary>
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Server,
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/// <summary>
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/// Send to everyone but the server, filtered to the current observer list.
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/// Will NOT send to a server running in host mode - it is still treated as a server.
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/// If you want to send to servers when they are host, but not when they are dedicated server, use
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/// <see cref="ClientsAndHost"/>.
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/// <br />
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/// <br />
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/// Will execute locally if invoked on a client.
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/// Will NOT execute locally if invoked on a server running in host mode.
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/// </summary>
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NotServer,
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/// <summary>
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/// Execute this RPC locally.
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/// <br />
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/// <br />
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/// Normally this is no different from a standard function call.
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/// <br />
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/// <br />
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/// Using the DeferLocal parameter of the attribute or the LocalDeferMode override in RpcSendParams,
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/// this can allow an RPC to be processed on localhost with a one-frame delay as if it were sent over
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/// the network.
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/// </summary>
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Me,
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/// <summary>
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/// Send this RPC to everyone but the local machine, filtered to the current observer list.
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/// </summary>
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NotMe,
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/// <summary>
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/// Send this RPC to everone, filtered to the current observer list.
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/// Will execute locally.
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/// </summary>
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Everyone,
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/// <summary>
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/// Send this RPC to all clients, including the host, if a host exists.
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/// If the server is running in host mode, this is the same as <see cref="Everyone" />.
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/// If the server is running in dedicated server mode, this is the same as <see cref="NotServer" />.
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/// </summary>
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ClientsAndHost,
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/// <summary>
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/// Send this RPC to the authority.
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/// In distributed authority mode, this will be the owner of the NetworkObject.
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/// In normal client-server mode, this is basically the exact same thing as a server rpc.
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/// </summary>
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Authority,
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/// <summary>
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/// Send this RPC to all non-authority instances.
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/// In distributed authority mode, this will be the non-owners of the NetworkObject.
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/// In normal client-server mode, this is basically the exact same thing as a client rpc.
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/// </summary>
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NotAuthority,
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/// <summary>
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/// This RPC cannot be sent without passing in a target in RpcSendParams.
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/// </summary>
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SpecifiedInParams
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}
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/// <summary>
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/// This parameter configures a performance optimization. This optimization is not valid in all situations.<br />
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/// Because BaseRpcTarget is a managed type, allocating a new one is expensive, as it puts pressure on the garbage collector.
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/// </summary>
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/// <remarks>
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/// When using a <see cref="Temp"/> allocation type for the RPC target(s):<br />
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/// You typically don't need to worry about persisting the <see cref="BaseRpcTarget"/> generated.
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/// When using a <see cref="Persistent"/> allocation type for the RPC target(s): <br />
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/// You will want to use <see cref="RpcTarget"/>, which returns <see cref="BaseRpcTarget"/>, during <see cref="NetworkBehaviour"/> initialization (i.e. <see cref="NetworkBehaviour.OnNetworkPostSpawn"/>) and it to a property.<br />
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/// Then, When invoking the RPC, you would use your <see cref="BaseRpcTarget"/> which is a persisted allocation of a given set of client identifiers.
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/// !! Important !!<br />
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/// You will want to invoke <see cref="BaseRpcTarget.Dispose"/> of any persisted properties created via <see cref="RpcTarget"/> when despawning or destroying the associated <see cref="NetworkBehaviour"/> component's <see cref="NetworkObject"/>. Not doing so will result in small memory leaks.
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/// </remarks>
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public enum RpcTargetUse
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{
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/// <summary>
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/// Creates a temporary <see cref="BaseRpcTarget"/> used for the frame an <see cref="RpcAttribute"/> decorated method is invoked.
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/// </summary>
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Temp,
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/// <summary>
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/// Creates a persisted <see cref="BaseRpcTarget"/> that does not change and will persist until <see cref="BaseRpcTarget.Dispose"/> is called.
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/// </summary>
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Persistent
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}
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/// <summary>
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/// Implementations of the various <see cref="SendTo"/> options, as well as additional runtime-only options
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/// <see cref="Single"/>,
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/// <see cref="Group(NativeArray{ulong})"/>,
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/// <see cref="Group(NativeList{ulong})"/>,
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/// <see cref="Group(ulong[])"/>,
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/// <see cref="Group{T}(T)"/>, <see cref="Not(ulong)"/>,
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/// <see cref="Not(NativeArray{ulong})"/>,
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/// <see cref="Not(NativeList{ulong})"/>,
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/// <see cref="Not(ulong[])"/>, and
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/// <see cref="Not{T}(T)"/>
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/// </summary>
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public class RpcTarget
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{
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private NetworkManager m_NetworkManager;
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internal RpcTarget(NetworkManager manager)
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{
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m_NetworkManager = manager;
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Everyone = new EveryoneRpcTarget(manager);
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Owner = new OwnerRpcTarget(manager);
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NotOwner = new NotOwnerRpcTarget(manager);
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Server = new ServerRpcTarget(manager);
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NotServer = new NotServerRpcTarget(manager);
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NotMe = new NotMeRpcTarget(manager);
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Me = new LocalSendRpcTarget(manager);
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ClientsAndHost = new ClientsAndHostRpcTarget(manager);
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Authority = new AuthorityRpcTarget(manager);
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NotAuthority = new NotAuthorityRpcTarget(manager);
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m_CachedProxyRpcTargetGroup = new ProxyRpcTargetGroup(manager);
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m_CachedTargetGroup = new RpcTargetGroup(manager);
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m_CachedDirectSendTarget = new DirectSendRpcTarget(manager);
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m_CachedProxyRpcTarget = new ProxyRpcTarget(0, manager);
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m_CachedProxyRpcTargetGroup.Lock();
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m_CachedTargetGroup.Lock();
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m_CachedDirectSendTarget.Lock();
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m_CachedProxyRpcTarget.Lock();
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}
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public void Dispose()
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{
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Everyone.Dispose();
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Owner.Dispose();
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NotOwner.Dispose();
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Server.Dispose();
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NotServer.Dispose();
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NotMe.Dispose();
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Me.Dispose();
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ClientsAndHost.Dispose();
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Authority.Dispose();
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NotAuthority.Dispose();
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m_CachedProxyRpcTargetGroup.Unlock();
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m_CachedTargetGroup.Unlock();
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m_CachedDirectSendTarget.Unlock();
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m_CachedProxyRpcTarget.Unlock();
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m_CachedProxyRpcTargetGroup.Dispose();
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m_CachedTargetGroup.Dispose();
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m_CachedDirectSendTarget.Dispose();
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m_CachedProxyRpcTarget.Dispose();
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}
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/// <summary>
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/// Send to the NetworkObject's current owner.
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/// Will execute locally if the local process is the owner.
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/// </summary>
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public BaseRpcTarget Owner;
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/// <summary>
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/// Send to everyone but the current owner, filtered to the current observer list.
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/// Will execute locally if the local process is not the owner.
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/// </summary>
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public BaseRpcTarget NotOwner;
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/// <summary>
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/// Send to the server, regardless of ownership.
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/// Will execute locally if invoked on the server.
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/// </summary>
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public BaseRpcTarget Server;
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/// <summary>
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/// Send to everyone but the server, filtered to the current observer list.
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/// Will NOT send to a server running in host mode - it is still treated as a server.
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/// If you want to send to servers when they are host, but not when they are dedicated server, use
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/// <see cref="SendTo.ClientsAndHost"/>.
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/// <br />
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/// <br />
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/// Will execute locally if invoked on a client.
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/// Will NOT execute locally if invoked on a server running in host mode.
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/// </summary>
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public BaseRpcTarget NotServer;
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/// <summary>
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/// Execute this RPC locally.
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/// <br />
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/// <br />
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/// Normally this is no different from a standard function call.
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/// <br />
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/// <br />
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/// Using the DeferLocal parameter of the attribute or the LocalDeferMode override in RpcSendParams,
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/// this can allow an RPC to be processed on localhost with a one-frame delay as if it were sent over
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/// the network.
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/// </summary>
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public BaseRpcTarget Me;
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/// <summary>
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/// Send this RPC to everyone but the local machine, filtered to the current observer list.
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/// </summary>
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public BaseRpcTarget NotMe;
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/// <summary>
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/// Send this RPC to everone, filtered to the current observer list.
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/// Will execute locally.
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/// </summary>
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public BaseRpcTarget Everyone;
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/// <summary>
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/// Send this RPC to all clients, including the host, if a host exists.
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/// If the server is running in host mode, this is the same as <see cref="Everyone" />.
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/// If the server is running in dedicated server mode, this is the same as <see cref="NotServer" />.
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/// </summary>
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public BaseRpcTarget ClientsAndHost;
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/// <summary>
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/// Send this RPC to the authority.
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/// In distributed authority mode, this will be the owner of the NetworkObject.
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/// In normal client-server mode, this is basically the exact same thing as a server rpc.
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/// </summary>
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public BaseRpcTarget Authority;
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/// <summary>
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/// Send this RPC to all non-authority instances.
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/// In distributed authority mode, this will be the non-owners of the NetworkObject.
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/// In normal client-server mode, this is basically the exact same thing as a client rpc.
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/// </summary>
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public BaseRpcTarget NotAuthority;
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/// <summary>
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/// Send to a specific single client ID.
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/// </summary>
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/// <param name="clientId"></param>
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/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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/// be overwritten in future calls to Single(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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/// <returns></returns>
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public BaseRpcTarget Single(ulong clientId, RpcTargetUse use)
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{
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if (clientId == m_NetworkManager.LocalClientId)
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{
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return Me;
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}
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if (m_NetworkManager.IsServer || clientId == NetworkManager.ServerClientId)
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{
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if (use == RpcTargetUse.Persistent)
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{
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return new DirectSendRpcTarget(clientId, m_NetworkManager);
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}
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m_CachedDirectSendTarget.SetClientId(clientId);
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return m_CachedDirectSendTarget;
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}
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if (use == RpcTargetUse.Persistent)
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{
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return new ProxyRpcTarget(clientId, m_NetworkManager);
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}
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m_CachedProxyRpcTarget.SetClientId(clientId);
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return m_CachedProxyRpcTarget;
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}
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/// <summary>
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/// Send to everyone EXCEPT a specific single client ID.
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/// </summary>
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/// <param name="excludedClientId"></param>
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/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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/// <returns></returns>
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public BaseRpcTarget Not(ulong excludedClientId, RpcTargetUse use)
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{
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IGroupRpcTarget target;
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if (m_NetworkManager.IsServer)
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{
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if (use == RpcTargetUse.Persistent)
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{
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target = new RpcTargetGroup(m_NetworkManager);
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}
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else
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{
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target = m_CachedTargetGroup;
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}
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}
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else
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{
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if (use == RpcTargetUse.Persistent)
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{
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target = new ProxyRpcTargetGroup(m_NetworkManager);
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}
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else
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{
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target = m_CachedProxyRpcTargetGroup;
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}
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}
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target.Clear();
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foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
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{
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if (clientId != excludedClientId)
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{
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target.Add(clientId);
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}
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}
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// If ServerIsHost, ConnectedClientIds already contains ServerClientId and this would duplicate it.
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if (!m_NetworkManager.ServerIsHost && excludedClientId != NetworkManager.ServerClientId)
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{
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target.Add(NetworkManager.ServerClientId);
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}
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return target.Target;
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}
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/// <summary>
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/// Sends to a group of client IDs.
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/// NativeArrays can be trivially constructed using Allocator.Temp, making this an efficient
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/// Group method if the group list is dynamically constructed.
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/// </summary>
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/// <param name="clientIds"></param>
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/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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/// <returns></returns>
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public BaseRpcTarget Group(NativeArray<ulong> clientIds, RpcTargetUse use)
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{
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IGroupRpcTarget target;
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if (m_NetworkManager.IsServer)
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{
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if (use == RpcTargetUse.Persistent)
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{
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target = new RpcTargetGroup(m_NetworkManager);
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}
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else
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{
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target = m_CachedTargetGroup;
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}
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}
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else
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{
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if (use == RpcTargetUse.Persistent)
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{
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target = new ProxyRpcTargetGroup(m_NetworkManager);
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}
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else
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{
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target = m_CachedProxyRpcTargetGroup;
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}
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}
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target.Clear();
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foreach (var clientId in clientIds)
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{
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target.Add(clientId);
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}
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return target.Target;
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}
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/// <summary>
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/// Sends to a group of client IDs.
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/// NativeList can be trivially constructed using Allocator.Temp, making this an efficient
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/// Group method if the group list is dynamically constructed.
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/// </summary>
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/// <param name="clientIds"></param>
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/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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/// <returns></returns>
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public BaseRpcTarget Group(NativeList<ulong> clientIds, RpcTargetUse use)
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{
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var asArray = clientIds.AsArray();
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return Group(asArray, use);
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}
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/// <summary>
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/// Sends to a group of client IDs.
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/// Constructing arrays requires garbage collected allocations. This override is only recommended
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/// if you either have no strict performance requirements, or have the group of client IDs cached so
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/// it is not created each time.
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/// </summary>
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/// <param name="clientIds"></param>
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/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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/// <returns></returns>
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public BaseRpcTarget Group(ulong[] clientIds, RpcTargetUse use)
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{
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return Group(new NativeArray<ulong>(clientIds, Allocator.Temp), use);
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}
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/// <summary>
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/// Sends to a group of client IDs.
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/// This accepts any IEnumerable type, such as List<ulong>, but cannot be called without
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/// a garbage collected allocation (even if the type itself is a struct type, due to boxing).
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/// This override is only recommended if you either have no strict performance requirements,
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/// or have the group of client IDs cached so it is not created each time.
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/// </summary>
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/// <param name="clientIds"></param>
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/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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/// <returns></returns>
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public BaseRpcTarget Group<T>(T clientIds, RpcTargetUse use) where T : IEnumerable<ulong>
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{
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IGroupRpcTarget target;
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if (m_NetworkManager.IsServer)
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{
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if (use == RpcTargetUse.Persistent)
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{
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target = new RpcTargetGroup(m_NetworkManager);
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}
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else
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{
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target = m_CachedTargetGroup;
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}
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|
}
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else
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|
{
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if (use == RpcTargetUse.Persistent)
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|
{
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|
target = new ProxyRpcTargetGroup(m_NetworkManager);
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|
}
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|
else
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|
{
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|
target = m_CachedProxyRpcTargetGroup;
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|
}
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|
}
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target.Clear();
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foreach (var clientId in clientIds)
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|
{
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|
target.Add(clientId);
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|
}
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|
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|
return target.Target;
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|
}
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|
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|
/// <summary>
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|
/// Sends to everyone EXCEPT a group of client IDs.
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|
/// NativeArrays can be trivially constructed using Allocator.Temp, making this an efficient
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|
/// Group method if the group list is dynamically constructed.
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|
/// </summary>
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|
/// <param name="excludedClientIds"></param>
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|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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|
/// <returns></returns>
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|
public BaseRpcTarget Not(NativeArray<ulong> excludedClientIds, RpcTargetUse use)
|
|
{
|
|
IGroupRpcTarget target;
|
|
if (m_NetworkManager.IsServer)
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new RpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedTargetGroup;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new ProxyRpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedProxyRpcTargetGroup;
|
|
}
|
|
}
|
|
target.Clear();
|
|
|
|
using var asASet = new NativeHashSet<ulong>(excludedClientIds.Length, Allocator.Temp);
|
|
foreach (var clientId in excludedClientIds)
|
|
{
|
|
asASet.Add(clientId);
|
|
}
|
|
|
|
foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (!asASet.Contains(clientId))
|
|
{
|
|
target.Add(clientId);
|
|
}
|
|
}
|
|
|
|
// If ServerIsHost, ConnectedClientIds already contains ServerClientId and this would duplicate it.
|
|
if (!m_NetworkManager.ServerIsHost && !asASet.Contains(NetworkManager.ServerClientId))
|
|
{
|
|
target.Add(NetworkManager.ServerClientId);
|
|
}
|
|
|
|
return target.Target;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to everyone EXCEPT a group of client IDs.
|
|
/// NativeList can be trivially constructed using Allocator.Temp, making this an efficient
|
|
/// Group method if the group list is dynamically constructed.
|
|
/// </summary>
|
|
/// <param name="excludedClientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Not(NativeList<ulong> excludedClientIds, RpcTargetUse use)
|
|
{
|
|
var asArray = excludedClientIds.AsArray();
|
|
return Not(asArray, use);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to everyone EXCEPT a group of client IDs.
|
|
/// Constructing arrays requires garbage collected allocations. This override is only recommended
|
|
/// if you either have no strict performance requirements, or have the group of client IDs cached so
|
|
/// it is not created each time.
|
|
/// </summary>
|
|
/// <param name="excludedClientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Not(ulong[] excludedClientIds, RpcTargetUse use)
|
|
{
|
|
return Not(new NativeArray<ulong>(excludedClientIds, Allocator.Temp), use);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to everyone EXCEPT a group of client IDs.
|
|
/// This accepts any IEnumerable type, such as List<ulong>, but cannot be called without
|
|
/// a garbage collected allocation (even if the type itself is a struct type, due to boxing).
|
|
/// This override is only recommended if you either have no strict performance requirements,
|
|
/// or have the group of client IDs cached so it is not created each time.
|
|
/// </summary>
|
|
/// <param name="excludedClientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Not<T>(T excludedClientIds, RpcTargetUse use) where T : IEnumerable<ulong>
|
|
{
|
|
IGroupRpcTarget target;
|
|
if (m_NetworkManager.IsServer)
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new RpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedTargetGroup;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new ProxyRpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedProxyRpcTargetGroup;
|
|
}
|
|
}
|
|
target.Clear();
|
|
|
|
using var asASet = new NativeHashSet<ulong>(m_NetworkManager.ConnectedClientsIds.Count, Allocator.Temp);
|
|
foreach (var clientId in excludedClientIds)
|
|
{
|
|
asASet.Add(clientId);
|
|
}
|
|
|
|
foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (!asASet.Contains(clientId))
|
|
{
|
|
target.Add(clientId);
|
|
}
|
|
}
|
|
|
|
// If ServerIsHost, ConnectedClientIds already contains ServerClientId and this would duplicate it.
|
|
if (!m_NetworkManager.ServerIsHost && !asASet.Contains(NetworkManager.ServerClientId))
|
|
{
|
|
target.Add(NetworkManager.ServerClientId);
|
|
}
|
|
|
|
return target.Target;
|
|
}
|
|
|
|
private ProxyRpcTargetGroup m_CachedProxyRpcTargetGroup;
|
|
private RpcTargetGroup m_CachedTargetGroup;
|
|
private DirectSendRpcTarget m_CachedDirectSendTarget;
|
|
private ProxyRpcTarget m_CachedProxyRpcTarget;
|
|
}
|
|
}
|