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com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
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).

## [1.4.0] - 2023-04-10

### Added

- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)

### Changed

- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)

### Fixed

- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
2023-04-10 00:00:00 +00:00

454 lines
17 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.LowLevel;
using UnityEngine.PlayerLoop;
namespace Unity.Netcode
{
/// <summary>
/// Defines the required interface of a network update system being executed by the <see cref="NetworkUpdateLoop"/>.
/// </summary>
public interface INetworkUpdateSystem
{
/// <summary>
/// The update method that is being executed in the context of related <see cref="NetworkUpdateStage"/>.
/// </summary>
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> that is being executed.</param>
void NetworkUpdate(NetworkUpdateStage updateStage);
}
/// <summary>
/// Defines network update stages being executed by the network update loop.
/// See for more details on update stages:
/// https://docs.unity3d.com/ScriptReference/PlayerLoop.Initialization.html
/// </summary>
public enum NetworkUpdateStage : byte
{
/// <summary>
/// Default value
/// </summary>
Unset = 0,
/// <summary>
/// Very first initialization update
/// </summary>
Initialization = 1,
/// <summary>
/// Invoked before Fixed update
/// </summary>
EarlyUpdate = 2,
/// <summary>
/// Fixed Update (i.e. state machine, physics, animations, etc)
/// </summary>
FixedUpdate = 3,
/// <summary>
/// Updated before the Monobehaviour.Update for all components is invoked
/// </summary>
PreUpdate = 4,
/// <summary>
/// Updated when the Monobehaviour.Update for all components is invoked
/// </summary>
Update = 5,
/// <summary>
/// Updated before the Monobehaviour.LateUpdate for all components is invoked
/// </summary>
PreLateUpdate = 6,
/// <summary>
/// Updated after the Monobehaviour.LateUpdate for all components is invoked
/// </summary>
PostLateUpdate = 7
}
/// <summary>
/// Represents the network update loop injected into low-level player loop in Unity.
/// </summary>
public static class NetworkUpdateLoop
{
private static Dictionary<NetworkUpdateStage, HashSet<INetworkUpdateSystem>> s_UpdateSystem_Sets;
private static Dictionary<NetworkUpdateStage, INetworkUpdateSystem[]> s_UpdateSystem_Arrays;
private const int k_UpdateSystem_InitialArrayCapacity = 1024;
static NetworkUpdateLoop()
{
s_UpdateSystem_Sets = new Dictionary<NetworkUpdateStage, HashSet<INetworkUpdateSystem>>();
s_UpdateSystem_Arrays = new Dictionary<NetworkUpdateStage, INetworkUpdateSystem[]>();
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
{
s_UpdateSystem_Sets.Add(updateStage, new HashSet<INetworkUpdateSystem>());
s_UpdateSystem_Arrays.Add(updateStage, new INetworkUpdateSystem[k_UpdateSystem_InitialArrayCapacity]);
}
}
/// <summary>
/// Registers a network update system to be executed in all network update stages.
/// </summary>
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
public static void RegisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
{
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
{
RegisterNetworkUpdate(updateSystem, updateStage);
}
}
/// <summary>
/// Registers a network update system to be executed in a specific network update stage.
/// </summary>
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> being registered for the <see cref="INetworkUpdateSystem"/> implementation</param>
public static void RegisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
{
var sysSet = s_UpdateSystem_Sets[updateStage];
if (!sysSet.Contains(updateSystem))
{
sysSet.Add(updateSystem);
int setLen = sysSet.Count;
var sysArr = s_UpdateSystem_Arrays[updateStage];
int arrLen = sysArr.Length;
if (setLen > arrLen)
{
// double capacity
sysArr = s_UpdateSystem_Arrays[updateStage] = new INetworkUpdateSystem[arrLen *= 2];
}
sysSet.CopyTo(sysArr);
if (setLen < arrLen)
{
// null terminator
sysArr[setLen] = null;
}
}
}
/// <summary>
/// Unregisters a network update system from all network update stages.
/// </summary>
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
public static void UnregisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
{
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
{
UnregisterNetworkUpdate(updateSystem, updateStage);
}
}
/// <summary>
/// Unregisters a network update system from a specific network update stage.
/// </summary>
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> to be deregistered from the <see cref="INetworkUpdateSystem"/> implementation</param>
public static void UnregisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
{
var sysSet = s_UpdateSystem_Sets[updateStage];
if (sysSet.Contains(updateSystem))
{
sysSet.Remove(updateSystem);
int setLen = sysSet.Count;
var sysArr = s_UpdateSystem_Arrays[updateStage];
int arrLen = sysArr.Length;
sysSet.CopyTo(sysArr);
if (setLen < arrLen)
{
// null terminator
sysArr[setLen] = null;
}
}
}
/// <summary>
/// The current network update stage being executed.
/// </summary>
public static NetworkUpdateStage UpdateStage;
internal static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
{
UpdateStage = updateStage;
var sysArr = s_UpdateSystem_Arrays[updateStage];
int arrLen = sysArr.Length;
for (int curIdx = 0; curIdx < arrLen; curIdx++)
{
var curSys = sysArr[curIdx];
if (curSys == null)
{
// null terminator
break;
}
curSys.NetworkUpdate(updateStage);
}
}
internal struct NetworkInitialization
{
public static PlayerLoopSystem CreateLoopSystem()
{
return new PlayerLoopSystem
{
type = typeof(NetworkInitialization),
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.Initialization)
};
}
}
internal struct NetworkEarlyUpdate
{
public static PlayerLoopSystem CreateLoopSystem()
{
return new PlayerLoopSystem
{
type = typeof(NetworkEarlyUpdate),
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.EarlyUpdate)
};
}
}
internal struct NetworkFixedUpdate
{
public static PlayerLoopSystem CreateLoopSystem()
{
return new PlayerLoopSystem
{
type = typeof(NetworkFixedUpdate),
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.FixedUpdate)
};
}
}
internal struct NetworkPreUpdate
{
public static PlayerLoopSystem CreateLoopSystem()
{
return new PlayerLoopSystem
{
type = typeof(NetworkPreUpdate),
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PreUpdate)
};
}
}
internal struct NetworkUpdate
{
public static PlayerLoopSystem CreateLoopSystem()
{
return new PlayerLoopSystem
{
type = typeof(NetworkUpdate),
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.Update)
};
}
}
internal struct NetworkPreLateUpdate
{
public static PlayerLoopSystem CreateLoopSystem()
{
return new PlayerLoopSystem
{
type = typeof(NetworkPreLateUpdate),
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PreLateUpdate)
};
}
}
internal struct NetworkPostLateUpdate
{
public static PlayerLoopSystem CreateLoopSystem()
{
return new PlayerLoopSystem
{
type = typeof(NetworkPostLateUpdate),
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostLateUpdate)
};
}
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void Initialize()
{
UnregisterLoopSystems();
RegisterLoopSystems();
}
private enum LoopSystemPosition
{
After,
Before
}
private static bool TryAddLoopSystem(ref PlayerLoopSystem parentLoopSystem, PlayerLoopSystem childLoopSystem, Type anchorSystemType, LoopSystemPosition loopSystemPosition)
{
int systemPosition = -1;
if (anchorSystemType != null)
{
for (int i = 0; i < parentLoopSystem.subSystemList.Length; i++)
{
var subsystem = parentLoopSystem.subSystemList[i];
if (subsystem.type == anchorSystemType)
{
systemPosition = loopSystemPosition == LoopSystemPosition.After ? i + 1 : i;
break;
}
}
}
else
{
systemPosition = loopSystemPosition == LoopSystemPosition.After ? parentLoopSystem.subSystemList.Length : 0;
}
if (systemPosition == -1)
{
return false;
}
var newSubsystemList = new PlayerLoopSystem[parentLoopSystem.subSystemList.Length + 1];
// begin = systemsBefore + systemsAfter
// + systemsBefore
if (systemPosition > 0)
{
Array.Copy(parentLoopSystem.subSystemList, newSubsystemList, systemPosition);
}
// + childSystem
newSubsystemList[systemPosition] = childLoopSystem;
// + systemsAfter
if (systemPosition < parentLoopSystem.subSystemList.Length)
{
Array.Copy(parentLoopSystem.subSystemList, systemPosition, newSubsystemList, systemPosition + 1, parentLoopSystem.subSystemList.Length - systemPosition);
}
// end = systemsBefore + childSystem + systemsAfter
parentLoopSystem.subSystemList = newSubsystemList;
return true;
}
private static bool TryRemoveLoopSystem(ref PlayerLoopSystem parentLoopSystem, Type childSystemType)
{
int systemPosition = -1;
for (int i = 0; i < parentLoopSystem.subSystemList.Length; i++)
{
var subsystem = parentLoopSystem.subSystemList[i];
if (subsystem.type == childSystemType)
{
systemPosition = i;
break;
}
}
if (systemPosition == -1)
{
return false;
}
var newSubsystemList = new PlayerLoopSystem[parentLoopSystem.subSystemList.Length - 1];
// begin = systemsBefore + childSystem + systemsAfter
// + systemsBefore
if (systemPosition > 0)
{
Array.Copy(parentLoopSystem.subSystemList, newSubsystemList, systemPosition);
}
// + systemsAfter
if (systemPosition < parentLoopSystem.subSystemList.Length - 1)
{
Array.Copy(parentLoopSystem.subSystemList, systemPosition + 1, newSubsystemList, systemPosition, parentLoopSystem.subSystemList.Length - systemPosition - 1);
}
// end = systemsBefore + systemsAfter
parentLoopSystem.subSystemList = newSubsystemList;
return true;
}
internal static void RegisterLoopSystems()
{
var rootPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
for (int i = 0; i < rootPlayerLoop.subSystemList.Length; i++)
{
ref var currentSystem = ref rootPlayerLoop.subSystemList[i];
if (currentSystem.type == typeof(Initialization))
{
TryAddLoopSystem(ref currentSystem, NetworkInitialization.CreateLoopSystem(), null, LoopSystemPosition.After);
}
else if (currentSystem.type == typeof(EarlyUpdate))
{
TryAddLoopSystem(ref currentSystem, NetworkEarlyUpdate.CreateLoopSystem(), typeof(EarlyUpdate.ScriptRunDelayedStartupFrame), LoopSystemPosition.Before);
}
else if (currentSystem.type == typeof(FixedUpdate))
{
TryAddLoopSystem(ref currentSystem, NetworkFixedUpdate.CreateLoopSystem(), typeof(FixedUpdate.ScriptRunBehaviourFixedUpdate), LoopSystemPosition.Before);
}
else if (currentSystem.type == typeof(PreUpdate))
{
TryAddLoopSystem(ref currentSystem, NetworkPreUpdate.CreateLoopSystem(), typeof(PreUpdate.PhysicsUpdate), LoopSystemPosition.Before);
}
else if (currentSystem.type == typeof(Update))
{
TryAddLoopSystem(ref currentSystem, NetworkUpdate.CreateLoopSystem(), typeof(Update.ScriptRunBehaviourUpdate), LoopSystemPosition.Before);
}
else if (currentSystem.type == typeof(PreLateUpdate))
{
TryAddLoopSystem(ref currentSystem, NetworkPreLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.Before);
}
else if (currentSystem.type == typeof(PostLateUpdate))
{
TryAddLoopSystem(ref currentSystem, NetworkPostLateUpdate.CreateLoopSystem(), typeof(PostLateUpdate.PlayerSendFrameComplete), LoopSystemPosition.After);
}
}
PlayerLoop.SetPlayerLoop(rootPlayerLoop);
}
internal static void UnregisterLoopSystems()
{
var rootPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
for (int i = 0; i < rootPlayerLoop.subSystemList.Length; i++)
{
ref var currentSystem = ref rootPlayerLoop.subSystemList[i];
if (currentSystem.type == typeof(Initialization))
{
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkInitialization));
}
else if (currentSystem.type == typeof(EarlyUpdate))
{
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkEarlyUpdate));
}
else if (currentSystem.type == typeof(FixedUpdate))
{
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkFixedUpdate));
}
else if (currentSystem.type == typeof(PreUpdate))
{
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreUpdate));
}
else if (currentSystem.type == typeof(Update))
{
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkUpdate));
}
else if (currentSystem.type == typeof(PreLateUpdate))
{
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate));
}
else if (currentSystem.type == typeof(PostLateUpdate))
{
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostLateUpdate));
}
}
PlayerLoop.SetPlayerLoop(rootPlayerLoop);
}
}
}