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com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionRequestMessage.cs
Unity Technologies 0f7a30d285 com.unity.netcode.gameobjects@1.0.0-pre.10
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).

## [1.0.0-pre.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
2022-06-21 00:00:00 +00:00

126 lines
4.5 KiB
C#

namespace Unity.Netcode
{
internal struct ConnectionRequestMessage : INetworkMessage
{
public ulong ConfigHash;
public byte[] ConnectionData;
public bool ShouldSendConnectionData;
public void Serialize(FastBufferWriter writer)
{
if (ShouldSendConnectionData)
{
writer.WriteValueSafe(ConfigHash);
writer.WriteValueSafe(ConnectionData);
}
else
{
writer.WriteValueSafe(ConfigHash);
}
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsServer)
{
return false;
}
if (networkManager.NetworkConfig.ConnectionApproval)
{
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize<int>()))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Incomplete connection request message given config - possible {nameof(NetworkConfig)} mismatch.");
}
networkManager.DisconnectClient(context.SenderId);
return false;
}
reader.ReadValue(out ConfigHash);
if (!networkManager.NetworkConfig.CompareConfig(ConfigHash))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
}
networkManager.DisconnectClient(context.SenderId);
return false;
}
reader.ReadValueSafe(out ConnectionData);
}
else
{
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash)))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Incomplete connection request message.");
}
networkManager.DisconnectClient(context.SenderId);
return false;
}
reader.ReadValue(out ConfigHash);
if (!networkManager.NetworkConfig.CompareConfig(ConfigHash))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
}
networkManager.DisconnectClient(context.SenderId);
return false;
}
}
return true;
}
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
var senderId = context.SenderId;
if (networkManager.PendingClients.TryGetValue(senderId, out PendingClient client))
{
// Set to pending approval to prevent future connection requests from being approved
client.ConnectionState = PendingClient.State.PendingApproval;
}
if (networkManager.NetworkConfig.ConnectionApproval)
{
// Note: Delegate creation allocates.
// Note: ToArray() also allocates. :(
var response = new NetworkManager.ConnectionApprovalResponse();
networkManager.ClientsToApprove[senderId] = response;
networkManager.ConnectionApprovalCallback(
new NetworkManager.ConnectionApprovalRequest
{
Payload = ConnectionData,
ClientNetworkId = senderId
}, response);
}
else
{
var response = new NetworkManager.ConnectionApprovalResponse
{
Approved = true,
CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null
};
networkManager.HandleConnectionApproval(senderId, response);
}
}
}
}