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