The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
422 lines
18 KiB
C#
422 lines
18 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Reflection;
|
|
using Unity.Netcode.Editor.Configuration;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.Netcode.Editor
|
|
{
|
|
/// <summary>
|
|
/// The <see cref="CustomEditor"/> for <see cref="NetworkBehaviour"/>
|
|
/// </summary>
|
|
[CustomEditor(typeof(NetworkBehaviour), true)]
|
|
[CanEditMultipleObjects]
|
|
public class NetworkBehaviourEditor : UnityEditor.Editor
|
|
{
|
|
private bool m_Initialized;
|
|
private readonly List<string> m_NetworkVariableNames = new List<string>();
|
|
private readonly Dictionary<string, FieldInfo> m_NetworkVariableFields = new Dictionary<string, FieldInfo>();
|
|
private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>();
|
|
|
|
private GUIContent m_NetworkVariableLabelGuiContent;
|
|
private GUIContent m_NetworkListLabelGuiContent;
|
|
|
|
private void Init(MonoScript script)
|
|
{
|
|
m_Initialized = true;
|
|
|
|
m_NetworkVariableNames.Clear();
|
|
m_NetworkVariableFields.Clear();
|
|
m_NetworkVariableObjects.Clear();
|
|
|
|
m_NetworkVariableLabelGuiContent = new GUIContent("NetworkVariable", "This variable is a NetworkVariable. It can not be serialized and can only be changed during runtime.");
|
|
m_NetworkListLabelGuiContent = new GUIContent("NetworkList", "This variable is a NetworkList. It is rendered, but you can't serialize or change it.");
|
|
|
|
var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
|
|
for (int i = 0; i < fields.Length; i++)
|
|
{
|
|
var ft = fields[i].FieldType;
|
|
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
|
|
{
|
|
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
|
|
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
|
|
}
|
|
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
|
|
{
|
|
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
|
|
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void RenderNetworkVariable(int index)
|
|
{
|
|
if (!m_NetworkVariableFields.ContainsKey(m_NetworkVariableNames[index]))
|
|
{
|
|
serializedObject.Update();
|
|
var scriptProperty = serializedObject.FindProperty("m_Script");
|
|
if (scriptProperty == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var targetScript = scriptProperty.objectReferenceValue as MonoScript;
|
|
Init(targetScript);
|
|
}
|
|
|
|
object value = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
|
if (value == null)
|
|
{
|
|
var fieldType = m_NetworkVariableFields[m_NetworkVariableNames[index]].FieldType;
|
|
var networkVariable = (NetworkVariableBase)Activator.CreateInstance(fieldType, true);
|
|
m_NetworkVariableFields[m_NetworkVariableNames[index]].SetValue(target, networkVariable);
|
|
}
|
|
|
|
var type = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target).GetType();
|
|
var genericType = type.GetGenericArguments()[0];
|
|
|
|
EditorGUILayout.BeginHorizontal();
|
|
if (genericType.IsValueType)
|
|
{
|
|
var isEquatable = false;
|
|
foreach (var iface in genericType.GetInterfaces())
|
|
{
|
|
if (iface.IsGenericType && iface.GetGenericTypeDefinition() == typeof(IEquatable<>))
|
|
{
|
|
isEquatable = true;
|
|
}
|
|
}
|
|
|
|
MethodInfo method;
|
|
if (isEquatable)
|
|
{
|
|
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueTypeIEquatable), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
|
}
|
|
else
|
|
{
|
|
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueType), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
|
}
|
|
|
|
var genericMethod = method.MakeGenericMethod(genericType);
|
|
genericMethod.Invoke(this, new[] { (object)index });
|
|
}
|
|
else
|
|
{
|
|
EditorGUILayout.LabelField("Type not renderable");
|
|
|
|
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
}
|
|
|
|
private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged
|
|
{
|
|
try
|
|
{
|
|
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
|
RenderNetworkVariableValueType(index, networkVariable);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.Log(e);
|
|
throw;
|
|
}
|
|
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
|
|
private void RenderNetworkContainerValueTypeIEquatable<T>(int index) where T : unmanaged, IEquatable<T>
|
|
{
|
|
try
|
|
{
|
|
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
|
RenderNetworkVariableValueType(index, networkVariable);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
try
|
|
{
|
|
var networkList = (NetworkList<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
|
RenderNetworkListValueType(index, networkList);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.Log(e);
|
|
throw;
|
|
}
|
|
}
|
|
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
|
|
private void RenderNetworkVariableValueType<T>(int index, NetworkVariable<T> networkVariable) where T : unmanaged
|
|
{
|
|
var type = typeof(T);
|
|
object val = networkVariable.Value;
|
|
string variableName = m_NetworkVariableNames[index];
|
|
|
|
var behaviour = (NetworkBehaviour)target;
|
|
|
|
// Only server can MODIFY. So allow modification if network is either not running or we are server
|
|
if (behaviour.IsBehaviourEditable())
|
|
{
|
|
if (type == typeof(int))
|
|
{
|
|
val = EditorGUILayout.IntField(variableName, (int)val);
|
|
}
|
|
else if (type == typeof(uint))
|
|
{
|
|
val = (uint)EditorGUILayout.LongField(variableName, (uint)val);
|
|
}
|
|
else if (type == typeof(short))
|
|
{
|
|
val = (short)EditorGUILayout.IntField(variableName, (short)val);
|
|
}
|
|
else if (type == typeof(ushort))
|
|
{
|
|
val = (ushort)EditorGUILayout.IntField(variableName, (ushort)val);
|
|
}
|
|
else if (type == typeof(sbyte))
|
|
{
|
|
val = (sbyte)EditorGUILayout.IntField(variableName, (sbyte)val);
|
|
}
|
|
else if (type == typeof(byte))
|
|
{
|
|
val = (byte)EditorGUILayout.IntField(variableName, (byte)val);
|
|
}
|
|
else if (type == typeof(long))
|
|
{
|
|
val = EditorGUILayout.LongField(variableName, (long)val);
|
|
}
|
|
else if (type == typeof(ulong))
|
|
{
|
|
val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
|
|
}
|
|
else if (type == typeof(float))
|
|
{
|
|
val = EditorGUILayout.FloatField(variableName, (float)((float)val));
|
|
}
|
|
else if (type == typeof(bool))
|
|
{
|
|
val = EditorGUILayout.Toggle(variableName, (bool)val);
|
|
}
|
|
else if (type == typeof(string))
|
|
{
|
|
val = EditorGUILayout.TextField(variableName, (string)val);
|
|
}
|
|
else if (type.IsEnum)
|
|
{
|
|
val = EditorGUILayout.EnumPopup(variableName, (Enum)val);
|
|
}
|
|
else
|
|
{
|
|
EditorGUILayout.LabelField("Type not renderable");
|
|
}
|
|
|
|
networkVariable.Value = (T)val;
|
|
}
|
|
else
|
|
{
|
|
EditorGUILayout.LabelField(variableName, EditorStyles.wordWrappedLabel);
|
|
EditorGUILayout.SelectableLabel(val.ToString(), EditorStyles.wordWrappedLabel);
|
|
}
|
|
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
|
}
|
|
|
|
private void RenderNetworkListValueType<T>(int index, NetworkList<T> networkList)
|
|
where T : unmanaged, IEquatable<T>
|
|
{
|
|
string variableName = m_NetworkVariableNames[index];
|
|
|
|
string value = "";
|
|
bool addComma = false;
|
|
foreach (var v in networkList)
|
|
{
|
|
if (addComma)
|
|
{
|
|
value += ", ";
|
|
}
|
|
value += v.ToString();
|
|
addComma = true;
|
|
}
|
|
EditorGUILayout.LabelField(variableName, value);
|
|
GUILayout.Label(m_NetworkListLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkListLabelGuiContent).x));
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override void OnInspectorGUI()
|
|
{
|
|
if (!m_Initialized)
|
|
{
|
|
serializedObject.Update();
|
|
var scriptProperty = serializedObject.FindProperty("m_Script");
|
|
if (scriptProperty == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var targetScript = scriptProperty.objectReferenceValue as MonoScript;
|
|
Init(targetScript);
|
|
}
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
serializedObject.Update();
|
|
|
|
for (int i = 0; i < m_NetworkVariableNames.Count; i++)
|
|
{
|
|
RenderNetworkVariable(i);
|
|
}
|
|
|
|
var property = serializedObject.GetIterator();
|
|
bool expanded = true;
|
|
while (property.NextVisible(expanded))
|
|
{
|
|
if (m_NetworkVariableNames.Contains(ObjectNames.NicifyVariableName(property.name)))
|
|
{
|
|
// Skip rendering of NetworkVars, they have special rendering
|
|
continue;
|
|
}
|
|
|
|
if (property.propertyType == SerializedPropertyType.ObjectReference)
|
|
{
|
|
if (property.name == "m_Script")
|
|
{
|
|
EditorGUI.BeginDisabledGroup(true);
|
|
}
|
|
|
|
EditorGUILayout.PropertyField(property, true);
|
|
|
|
if (property.name == "m_Script")
|
|
{
|
|
EditorGUI.EndDisabledGroup();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
EditorGUILayout.BeginHorizontal();
|
|
EditorGUILayout.PropertyField(property, true);
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
|
|
expanded = false;
|
|
}
|
|
|
|
serializedObject.ApplyModifiedProperties();
|
|
EditorGUI.EndChangeCheck();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked once when a NetworkBehaviour component is
|
|
/// displayed in the inspector view.
|
|
/// </summary>
|
|
private void OnEnable()
|
|
{
|
|
// This can be null and throw an exception when running test runner in the editor
|
|
if (target == null)
|
|
{
|
|
return;
|
|
}
|
|
// When we first add a NetworkBehaviour this editor will be enabled
|
|
// so we go ahead and check for an already existing NetworkObject here
|
|
CheckForNetworkObject((target as NetworkBehaviour).gameObject);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recursively finds the root parent of a <see cref="Transform"/>
|
|
/// </summary>
|
|
/// <param name="transform">The current <see cref="Transform"/> we are inspecting for a parent</param>
|
|
/// <returns>the root parent for the first <see cref="Transform"/> passed into the method</returns>
|
|
public static Transform GetRootParentTransform(Transform transform)
|
|
{
|
|
if (transform.parent == null || transform.parent == transform)
|
|
{
|
|
return transform;
|
|
}
|
|
return GetRootParentTransform(transform.parent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used to determine if a GameObject has one or more NetworkBehaviours but
|
|
/// does not already have a NetworkObject component. If not it will notify
|
|
/// the user that NetworkBehaviours require a NetworkObject.
|
|
/// </summary>
|
|
/// <param name="gameObject"><see cref="GameObject"/> to start checking for a <see cref="NetworkObject"/></param>
|
|
/// <param name="networkObjectRemoved">used internally</param>
|
|
public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
|
|
{
|
|
// If there are no NetworkBehaviours or no gameObject, then exit early
|
|
if (gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Now get the root parent transform to the current GameObject (or itself)
|
|
var rootTransform = GetRootParentTransform(gameObject.transform);
|
|
if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))
|
|
{
|
|
networkManager = rootTransform.GetComponentInChildren<NetworkManager>();
|
|
}
|
|
|
|
// If there is a NetworkManager, then notify the user that a NetworkManager cannot have NetworkBehaviour components
|
|
if (networkManager != null)
|
|
{
|
|
var networkBehaviours = networkManager.gameObject.GetComponents<NetworkBehaviour>();
|
|
var networkBehavioursChildren = networkManager.gameObject.GetComponentsInChildren<NetworkBehaviour>();
|
|
if (networkBehaviours.Length > 0 || networkBehavioursChildren.Length > 0)
|
|
{
|
|
if (EditorUtility.DisplayDialog("NetworkBehaviour or NetworkManager Cannot Be Added", $"{nameof(NetworkManager)}s cannot have {nameof(NetworkBehaviour)} components added to the root parent or any of its children." +
|
|
$" Would you like to remove the NetworkManager or NetworkBehaviour?", "NetworkManager", "NetworkBehaviour"))
|
|
{
|
|
DestroyImmediate(networkManager);
|
|
}
|
|
else
|
|
{
|
|
foreach (var networkBehaviour in networkBehaviours)
|
|
{
|
|
DestroyImmediate(networkBehaviour);
|
|
}
|
|
|
|
foreach (var networkBehaviour in networkBehaviours)
|
|
{
|
|
DestroyImmediate(networkBehaviour);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Otherwise, check to see if there is any NetworkObject from the root GameObject down to all children.
|
|
// If not, notify the user that NetworkBehaviours require that the relative GameObject has a NetworkObject component.
|
|
if (!rootTransform.TryGetComponent<NetworkObject>(out var networkObject))
|
|
{
|
|
networkObject = rootTransform.GetComponentInChildren<NetworkObject>();
|
|
|
|
if (networkObject == null)
|
|
{
|
|
// If we are removing a NetworkObject but there is still one or more NetworkBehaviour components
|
|
// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement
|
|
// then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
|
|
// again.
|
|
if (networkObjectRemoved && NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting())
|
|
{
|
|
Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
|
|
Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
|
|
}
|
|
|
|
// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it
|
|
if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}",
|
|
$"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)",
|
|
DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsEditorSettings.AutoAddNetworkObjectIfNoneExists))
|
|
{
|
|
gameObject.AddComponent<NetworkObject>();
|
|
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
|
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene);
|
|
UnityEditor.SceneManagement.EditorSceneManager.SaveScene(activeScene);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|