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com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSerialization.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

249 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Interface used by NetworkVariables to serialize them
/// </summary>
/// <typeparam name="T"></typeparam>
internal interface INetworkVariableSerializer<T>
{
// Write has to be taken by ref here because of INetworkSerializable
// Open Instance Delegates (pointers to methods without an instance attached to them)
// require the first parameter passed to them (the instance) to be passed by ref.
// So foo.Bar() becomes BarDelegate(ref foo);
// Taking T as an in parameter like we do in other places would require making a copy
// of it to pass it as a ref parameter.
public void Write(FastBufferWriter writer, ref T value);
public void Read(FastBufferReader reader, out T value);
}
/// <summary>
/// Basic serializer for unmanaged types.
/// This covers primitives, built-in unity types, and IForceSerializeByMemcpy
/// Since all of those ultimately end up calling WriteUnmanagedSafe, this simplifies things
/// by calling that directly - thus preventing us from having to have a specific T that meets
/// the specific constraints that the various generic WriteValue calls require.
/// </summary>
/// <typeparam name="T"></typeparam>
internal class UnmanagedTypeSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged
{
public void Write(FastBufferWriter writer, ref T value)
{
writer.WriteUnmanagedSafe(value);
}
public void Read(FastBufferReader reader, out T value)
{
reader.ReadUnmanagedSafe(out value);
}
}
/// <summary>
/// Serializer for FixedStrings, which does the same thing FastBufferWriter/FastBufferReader do,
/// but is implemented to get the data it needs using open instance delegates that are passed in
/// via reflection. This prevents needing T to meet any interface requirements (which isn't achievable
/// without incurring GC allocs on every call to Write or Read - reflection + Open Instance Delegates
/// circumvent that.)
///
/// Tests show that calling these delegates doesn't cause any GC allocations even though they're
/// obtained via reflection and Delegate.CreateDelegate() and called on types that, at compile time,
/// aren't known to actually contain those methods.
/// </summary>
/// <typeparam name="T"></typeparam>
internal class FixedStringSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged
{
internal delegate int GetLengthDelegate(ref T value);
internal delegate void SetLengthDelegate(ref T value, int length);
internal unsafe delegate byte* GetUnsafePtrDelegate(ref T value);
internal GetLengthDelegate GetLength;
internal SetLengthDelegate SetLength;
internal GetUnsafePtrDelegate GetUnsafePtr;
public unsafe void Write(FastBufferWriter writer, ref T value)
{
int length = GetLength(ref value);
byte* data = GetUnsafePtr(ref value);
writer.WriteUnmanagedSafe(length);
writer.WriteBytesSafe(data, length);
}
public unsafe void Read(FastBufferReader reader, out T value)
{
value = new T();
reader.ReadValueSafe(out int length);
SetLength(ref value, length);
reader.ReadBytesSafe(GetUnsafePtr(ref value), length);
}
}
/// <summary>
/// Serializer for INetworkSerializable types, which does the same thing
/// FastBufferWriter/FastBufferReader do, but is implemented to call the NetworkSerialize() method
/// via open instance delegates passed in via reflection. This prevents needing T to meet any interface
/// requirements (which isn't achievable without incurring GC allocs on every call to Write or Read -
/// reflection + Open Instance Delegates circumvent that.)
///
/// Tests show that calling these delegates doesn't cause any GC allocations even though they're
/// obtained via reflection and Delegate.CreateDelegate() and called on types that, at compile time,
/// aren't known to actually contain those methods.
/// </summary>
/// <typeparam name="T"></typeparam>
internal class NetworkSerializableSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged
{
internal delegate void WriteValueDelegate(ref T value, BufferSerializer<BufferSerializerWriter> serializer);
internal delegate void ReadValueDelegate(ref T value, BufferSerializer<BufferSerializerReader> serializer);
internal WriteValueDelegate WriteValue;
internal ReadValueDelegate ReadValue;
public void Write(FastBufferWriter writer, ref T value)
{
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
WriteValue(ref value, bufferSerializer);
}
public void Read(FastBufferReader reader, out T value)
{
value = new T();
var bufferSerializer = new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(reader));
ReadValue(ref value, bufferSerializer);
}
}
/// <summary>
/// This class is used to register user serialization with NetworkVariables for types
/// that are serialized via user serialization, such as with FastBufferReader and FastBufferWriter
/// extension methods. Finding those methods isn't achievable efficiently at runtime, so this allows
/// users to tell NetworkVariable about those extension methods (or simply pass in a lambda)
/// </summary>
/// <typeparam name="T"></typeparam>
public class UserNetworkVariableSerialization<T>
{
public delegate void WriteValueDelegate(FastBufferWriter writer, in T value);
public delegate void ReadValueDelegate(FastBufferReader reader, out T value);
public static WriteValueDelegate WriteValue;
public static ReadValueDelegate ReadValue;
}
/// <summary>
/// This class is instantiated for types that we can't determine ahead of time are serializable - types
/// that don't meet any of the constraints for methods that are available on FastBufferReader and
/// FastBufferWriter. These types may or may not be serializable through extension methods. To ensure
/// the user has time to pass in the delegates to UserNetworkVariableSerialization, the existence
/// of user serialization isn't checked until it's used, so if no serialization is provided, this
/// will throw an exception when an object containing the relevant NetworkVariable is spawned.
/// </summary>
/// <typeparam name="T"></typeparam>
internal class FallbackSerializer<T> : INetworkVariableSerializer<T>
{
public void Write(FastBufferWriter writer, ref T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
}
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
}
public void Read(FastBufferReader reader, out T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
}
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
}
}
internal static class NetworkVariableSerializationTypes
{
internal static readonly HashSet<Type> BaseSupportedTypes = new HashSet<Type>
{
typeof(bool),
typeof(byte),
typeof(sbyte),
typeof(char),
typeof(decimal),
typeof(double),
typeof(float),
typeof(int),
typeof(uint),
typeof(long),
typeof(ulong),
typeof(short),
typeof(ushort),
typeof(Vector2),
typeof(Vector3),
typeof(Vector2Int),
typeof(Vector3Int),
typeof(Vector4),
typeof(Quaternion),
typeof(Color),
typeof(Color32),
typeof(Ray),
typeof(Ray2D)
};
}
/// <summary>
/// Support methods for reading/writing NetworkVariables
/// Because there are multiple overloads of WriteValue/ReadValue based on different generic constraints,
/// but there's no way to achieve the same thing with a class, this sets up various read/write schemes
/// based on which constraints are met by `T` using reflection, which is done at module load time.
/// </summary>
[Serializable]
public static class NetworkVariableSerialization<T> where T : unmanaged
{
private static INetworkVariableSerializer<T> s_Serializer = GetSerializer();
private static INetworkVariableSerializer<T> GetSerializer()
{
if (NetworkVariableSerializationTypes.BaseSupportedTypes.Contains(typeof(T)))
{
return new UnmanagedTypeSerializer<T>();
}
if (typeof(INetworkSerializeByMemcpy).IsAssignableFrom(typeof(T)))
{
return new UnmanagedTypeSerializer<T>();
}
if (typeof(Enum).IsAssignableFrom(typeof(T)))
{
return new UnmanagedTypeSerializer<T>();
}
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// Obtains "Open Instance Delegates" for the type's NetworkSerialize() methods -
// one for an instance of the generic method taking BufferSerializerWriter as T,
// one for an instance of the generic method taking BufferSerializerReader as T
var writeMethod = (NetworkSerializableSerializer<T>.WriteValueDelegate)Delegate.CreateDelegate(typeof(NetworkSerializableSerializer<T>.WriteValueDelegate), null, typeof(T).GetMethod(nameof(INetworkSerializable.NetworkSerialize)).MakeGenericMethod(typeof(BufferSerializerWriter)));
var readMethod = (NetworkSerializableSerializer<T>.ReadValueDelegate)Delegate.CreateDelegate(typeof(NetworkSerializableSerializer<T>.ReadValueDelegate), null, typeof(T).GetMethod(nameof(INetworkSerializable.NetworkSerialize)).MakeGenericMethod(typeof(BufferSerializerReader)));
return new NetworkSerializableSerializer<T> { WriteValue = writeMethod, ReadValue = readMethod };
}
if (typeof(IUTF8Bytes).IsAssignableFrom(typeof(T)) && typeof(INativeList<byte>).IsAssignableFrom(typeof(T)))
{
// Get "OpenInstanceDelegates" for the Length property (get and set, which are prefixed
// with "get_" and "set_" under the hood and emitted as methods) and GetUnsafePtr()
var getLength = (FixedStringSerializer<T>.GetLengthDelegate)Delegate.CreateDelegate(typeof(FixedStringSerializer<T>.GetLengthDelegate), null, typeof(T).GetMethod("get_" + nameof(INativeList<byte>.Length)));
var setLength = (FixedStringSerializer<T>.SetLengthDelegate)Delegate.CreateDelegate(typeof(FixedStringSerializer<T>.SetLengthDelegate), null, typeof(T).GetMethod("set_" + nameof(INativeList<byte>.Length)));
var getUnsafePtr = (FixedStringSerializer<T>.GetUnsafePtrDelegate)Delegate.CreateDelegate(typeof(FixedStringSerializer<T>.GetUnsafePtrDelegate), null, typeof(T).GetMethod(nameof(IUTF8Bytes.GetUnsafePtr)));
return new FixedStringSerializer<T> { GetLength = getLength, SetLength = setLength, GetUnsafePtr = getUnsafePtr };
}
return new FallbackSerializer<T>();
}
internal static void Write(FastBufferWriter writer, ref T value)
{
s_Serializer.Write(writer, ref value);
}
internal static void Read(FastBufferReader reader, out T value)
{
s_Serializer.Read(reader, out value);
}
}
}