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). ## [2.0.0-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
1345 lines
59 KiB
C#
1345 lines
59 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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public class RpcException : Exception
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{
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public RpcException(string message) : base(message)
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{
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}
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}
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/// <summary>
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/// The base class to override to write network code. Inherits MonoBehaviour
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/// </summary>
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public abstract class NetworkBehaviour : MonoBehaviour
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{
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `public`
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internal delegate void RpcReceiveHandler(NetworkBehaviour behaviour, FastBufferReader reader, __RpcParams parameters);
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// RuntimeAccessModifiersILPP will make this `public`
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internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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// RuntimeAccessModifiersILPP will make this `public`
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internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
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#endif
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// RuntimeAccessModifiersILPP will make this `protected`
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internal enum __RpcExecStage
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{
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// Technically will overlap with None and Server
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// but it doesn't matter since we don't use None and Server
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Send = 0,
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Execute = 1,
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// Backward compatibility, not used...
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None = 0,
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Server = 1,
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Client = 2,
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}
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// NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type
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internal virtual string __getTypeName() => nameof(NetworkBehaviour);
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[NonSerialized]
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// RuntimeAccessModifiersILPP will make this `protected`
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internal __RpcExecStage __rpc_exec_stage = __RpcExecStage.Send;
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#pragma warning restore IDE1006 // restore naming rule violation check
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private const int k_RpcMessageDefaultSize = 1024; // 1k
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private const int k_RpcMessageMaximumSize = 1024 * 64; // 64k
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal FastBufferWriter __beginSendServerRpc(uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize);
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal void __endSendServerRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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var networkManager = NetworkManager;
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var serverRpcMessage = new ServerRpcMessage
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{
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Metadata = new RpcMetadata
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{
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NetworkObjectId = NetworkObjectId,
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NetworkBehaviourId = NetworkBehaviourId,
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NetworkRpcMethodId = rpcMethodId,
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},
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WriteBuffer = bufferWriter
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};
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NetworkDelivery networkDelivery;
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switch (rpcDelivery)
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{
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default:
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case RpcDelivery.Reliable:
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networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
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break;
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case RpcDelivery.Unreliable:
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if (bufferWriter.Length > networkManager.MessageManager.NonFragmentedMessageMaxSize)
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{
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throw new OverflowException("RPC parameters are too large for unreliable delivery.");
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}
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networkDelivery = NetworkDelivery.Unreliable;
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break;
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}
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var rpcWriteSize = 0;
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// Authority just no ops and sends to itself
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// Client-Server: Only the server-host sends to self
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if (IsServer)
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{
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using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = networkManager.RealTimeProvider.RealTimeSinceStartup,
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SystemOwner = networkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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Header = new NetworkMessageHeader(),
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SerializedHeaderSize = 0,
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MessageSize = 0
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};
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serverRpcMessage.ReadBuffer = tempBuffer;
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serverRpcMessage.Handle(ref context);
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rpcWriteSize = tempBuffer.Length;
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}
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else
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{
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rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
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}
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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NetworkManager.NetworkMetrics.TrackRpcSent(
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NetworkManager.ServerClientId,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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#endif
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal FastBufferWriter __beginSendClientRpc(uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize);
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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var networkManager = NetworkManager;
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var clientRpcMessage = new ClientRpcMessage
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{
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Metadata = new RpcMetadata
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{
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NetworkObjectId = NetworkObjectId,
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NetworkBehaviourId = NetworkBehaviourId,
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NetworkRpcMethodId = rpcMethodId,
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},
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WriteBuffer = bufferWriter
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};
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NetworkDelivery networkDelivery;
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switch (rpcDelivery)
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{
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default:
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case RpcDelivery.Reliable:
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networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
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break;
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case RpcDelivery.Unreliable:
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if (bufferWriter.Length > networkManager.MessageManager.NonFragmentedMessageMaxSize)
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{
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throw new OverflowException("RPC parameters are too large for unreliable delivery.");
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}
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networkDelivery = NetworkDelivery.Unreliable;
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break;
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}
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var rpcWriteSize = 0;
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// We check to see if we need to shortcut for the case where we are the host/server and we can send a clientRPC
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// to ourself. Sadly we have to figure that out from the list of clientIds :(
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bool shouldInvokeLocally = false;
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if (clientRpcParams.Send.TargetClientIds != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
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{
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if (targetClientId == NetworkManager.ServerClientId)
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{
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shouldInvokeLocally = true;
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continue;
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}
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// Check to make sure we are sending to only observers, if not log an error.
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if (networkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
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{
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NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
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}
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}
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rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
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}
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else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
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{
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if (targetClientId == NetworkManager.ServerClientId)
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{
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shouldInvokeLocally = true;
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continue;
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}
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// Check to make sure we are sending to only observers, if not log an error.
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if (networkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
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{
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NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
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}
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}
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rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
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}
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else
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{
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var observerEnumerator = NetworkObject.Observers.GetEnumerator();
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while (observerEnumerator.MoveNext())
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{
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// Skip over the host
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if (IsHost && observerEnumerator.Current == NetworkManager.LocalClientId)
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{
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shouldInvokeLocally = true;
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continue;
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}
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rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
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}
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}
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// If we are a server/host then we just no op and send to ourself
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if (shouldInvokeLocally)
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{
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using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = networkManager.RealTimeProvider.RealTimeSinceStartup,
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SystemOwner = networkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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Header = new NetworkMessageHeader(),
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SerializedHeaderSize = 0,
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MessageSize = 0
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};
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clientRpcMessage.ReadBuffer = tempBuffer;
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clientRpcMessage.Handle(ref context);
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}
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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if (clientRpcParams.Send.TargetClientIds != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
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{
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networkManager.NetworkMetrics.TrackRpcSent(
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targetClientId,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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}
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else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
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{
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networkManager.NetworkMetrics.TrackRpcSent(
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targetClientId,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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}
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else
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{
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var observerEnumerator = NetworkObject.Observers.GetEnumerator();
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while (observerEnumerator.MoveNext())
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{
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networkManager.NetworkMetrics.TrackRpcSent(
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observerEnumerator.Current,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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}
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}
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#endif
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal FastBufferWriter __beginSendRpc(uint rpcMethodId, RpcParams rpcParams, RpcAttribute.RpcAttributeParams attributeParams, SendTo defaultTarget, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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if (attributeParams.RequireOwnership && !IsOwner)
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{
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throw new RpcException("This RPC can only be sent by its owner.");
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}
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return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize);
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal void __endSendRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, RpcParams rpcParams, RpcAttribute.RpcAttributeParams attributeParams, SendTo defaultTarget, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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var rpcMessage = new RpcMessage
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{
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Metadata = new RpcMetadata
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{
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NetworkObjectId = NetworkObjectId,
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NetworkBehaviourId = NetworkBehaviourId,
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NetworkRpcMethodId = rpcMethodId,
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},
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SenderClientId = NetworkManager.LocalClientId,
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WriteBuffer = bufferWriter
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};
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NetworkDelivery networkDelivery;
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switch (rpcDelivery)
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{
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default:
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case RpcDelivery.Reliable:
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networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
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break;
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case RpcDelivery.Unreliable:
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if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize)
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{
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throw new OverflowException("RPC parameters are too large for unreliable delivery.");
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}
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networkDelivery = NetworkDelivery.Unreliable;
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break;
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}
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if (rpcParams.Send.Target == null)
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{
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switch (defaultTarget)
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{
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case SendTo.Everyone:
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rpcParams.Send.Target = RpcTarget.Everyone;
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break;
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case SendTo.Owner:
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rpcParams.Send.Target = RpcTarget.Owner;
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break;
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case SendTo.Server:
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rpcParams.Send.Target = RpcTarget.Server;
|
|
break;
|
|
case SendTo.NotServer:
|
|
rpcParams.Send.Target = RpcTarget.NotServer;
|
|
break;
|
|
case SendTo.NotMe:
|
|
rpcParams.Send.Target = RpcTarget.NotMe;
|
|
break;
|
|
case SendTo.NotOwner:
|
|
rpcParams.Send.Target = RpcTarget.NotOwner;
|
|
break;
|
|
case SendTo.Me:
|
|
rpcParams.Send.Target = RpcTarget.Me;
|
|
break;
|
|
case SendTo.ClientsAndHost:
|
|
rpcParams.Send.Target = RpcTarget.ClientsAndHost;
|
|
break;
|
|
case SendTo.Authority:
|
|
rpcParams.Send.Target = RpcTarget.Authority;
|
|
break;
|
|
case SendTo.NotAuthority:
|
|
rpcParams.Send.Target = RpcTarget.NotAuthority;
|
|
break;
|
|
case SendTo.SpecifiedInParams:
|
|
throw new RpcException("This method requires a runtime-specified send target.");
|
|
}
|
|
}
|
|
else if (defaultTarget != SendTo.SpecifiedInParams && !attributeParams.AllowTargetOverride)
|
|
{
|
|
throw new RpcException("Target override is not allowed for this method.");
|
|
}
|
|
|
|
if (rpcParams.Send.LocalDeferMode == LocalDeferMode.Default)
|
|
{
|
|
rpcParams.Send.LocalDeferMode = attributeParams.DeferLocal ? LocalDeferMode.Defer : LocalDeferMode.SendImmediate;
|
|
}
|
|
|
|
rpcParams.Send.Target.Send(this, ref rpcMessage, networkDelivery, rpcParams);
|
|
|
|
bufferWriter.Dispose();
|
|
}
|
|
|
|
#pragma warning disable IDE1006 // disable naming rule violation check
|
|
// RuntimeAccessModifiersILPP will make this `protected`
|
|
internal static NativeList<T> __createNativeList<T>() where T : unmanaged
|
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
|
{
|
|
return new NativeList<T>(Allocator.Temp);
|
|
}
|
|
|
|
internal string GenerateObserverErrorMessage(ClientRpcParams clientRpcParams, ulong targetClientId)
|
|
{
|
|
var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray);
|
|
return $"Sending ClientRpc to non-observer! {containerNameHoldingId} contains clientId {targetClientId} that is not an observer!";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the NetworkManager that owns this NetworkBehaviour instance
|
|
/// See note around `NetworkObject` for how there is a chicken / egg problem when we are not initialized
|
|
/// </summary>
|
|
public NetworkManager NetworkManager
|
|
{
|
|
get
|
|
{
|
|
if (NetworkObject?.NetworkManager != null)
|
|
{
|
|
return NetworkObject?.NetworkManager;
|
|
}
|
|
|
|
return NetworkManager.Singleton;
|
|
}
|
|
}
|
|
|
|
// This erroneously tries to simplify these method references but the docs do not pick it up correctly
|
|
// because they try to resolve it on the field rather than the class of the same name.
|
|
#pragma warning disable IDE0001
|
|
/// <summary>
|
|
/// Provides access to the various <see cref="SendTo"/> targets at runtime, as well as
|
|
/// runtime-bound targets like <see cref="Unity.Netcode.RpcTarget.Single"/>,
|
|
/// <see cref="Unity.Netcode.RpcTarget.Group(NativeArray{ulong})"/>,
|
|
/// <see cref="Unity.Netcode.RpcTarget.Group(NativeList{ulong})"/>,
|
|
/// <see cref="Unity.Netcode.RpcTarget.Group(ulong[])"/>,
|
|
/// <see cref="Unity.Netcode.RpcTarget.Group{T}(T)"/>, <see cref="Unity.Netcode.RpcTarget.Not(ulong)"/>,
|
|
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeArray{ulong})"/>,
|
|
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeList{ulong})"/>,
|
|
/// <see cref="Unity.Netcode.RpcTarget.Not(ulong[])"/>, and
|
|
/// <see cref="Unity.Netcode.RpcTarget.Not{T}(T)"/>
|
|
/// </summary>
|
|
#pragma warning restore IDE0001
|
|
public RpcTarget RpcTarget => NetworkManager.RpcTarget;
|
|
|
|
/// <summary>
|
|
/// If a NetworkObject is assigned, it will return whether or not this NetworkObject
|
|
/// is the local player object. If no NetworkObject is assigned it will always return false.
|
|
/// </summary>
|
|
public bool IsLocalPlayer { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Gets if the object is owned by the local player or if the object is the local player object
|
|
/// </summary>
|
|
public bool IsOwner { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Gets if we are executing as server
|
|
/// </summary>
|
|
public bool IsServer { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Determines if the local client has authority over the associated NetworkObject
|
|
/// Client-Server: This will return true if IsServer or IsHost
|
|
/// Distributed Authority: This will return true if IsOwner
|
|
/// </summary>
|
|
public bool HasAuthority { get; internal set; }
|
|
|
|
internal NetworkClient LocalClient { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Gets if the client is the distributed authority mode session owner
|
|
/// </summary>
|
|
public bool IsSessionOwner
|
|
{
|
|
get
|
|
{
|
|
if (LocalClient == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return LocalClient.IsSessionOwner;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets if the server (local or remote) is a host - i.e., also a client
|
|
/// </summary>
|
|
public bool ServerIsHost { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Gets if we are executing as client
|
|
/// </summary>
|
|
public bool IsClient { get; private set; }
|
|
|
|
|
|
/// <summary>
|
|
/// Gets if we are executing as Host, I.E Server and Client
|
|
/// </summary>
|
|
public bool IsHost { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Gets Whether or not the object has a owner
|
|
/// </summary>
|
|
public bool IsOwnedByServer { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Used to determine if it is safe to access NetworkObject and NetworkManager from within a NetworkBehaviour component
|
|
/// Primarily useful when checking NetworkObject/NetworkManager properties within FixedUpate
|
|
/// </summary>
|
|
public bool IsSpawned { get; internal set; }
|
|
|
|
internal bool IsBehaviourEditable()
|
|
{
|
|
// Only server can MODIFY. So allow modification if network is either not running or we are server
|
|
return !m_NetworkObject ||
|
|
m_NetworkObject.NetworkManager == null ||
|
|
m_NetworkObject.NetworkManager.IsListening == false ||
|
|
m_NetworkObject.NetworkManager.IsServer;
|
|
}
|
|
|
|
/// TODO: this needs an overhaul. It's expensive, it's ja little naive in how it looks for networkObject in
|
|
/// its parent and worst, it creates a puzzle if you are a NetworkBehaviour wanting to see if you're live or not
|
|
/// (e.g. editor code). All you want to do is find out if NetworkManager is null, but to do that you
|
|
/// need NetworkObject, but if you try and grab NetworkObject and NetworkManager isn't up you'll get
|
|
/// the warning below. This is why IsBehaviourEditable had to be created. Matt was going to re-do
|
|
/// how NetworkObject works but it was close to the release and too risky to change
|
|
/// <summary>
|
|
/// Gets the NetworkObject that owns this NetworkBehaviour instance
|
|
/// </summary>
|
|
public NetworkObject NetworkObject
|
|
{
|
|
get
|
|
{
|
|
if (m_NetworkObject != null)
|
|
{
|
|
return m_NetworkObject;
|
|
}
|
|
|
|
try
|
|
{
|
|
m_NetworkObject = GetComponentInParent<NetworkObject>();
|
|
}
|
|
catch (Exception)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
// ShutdownInProgress check:
|
|
// This prevents an edge case scenario where the NetworkManager is shutting down but user code
|
|
// in Update and/or in FixedUpdate could still be checking NetworkBehaviour.NetworkObject directly (i.e. does it exist?)
|
|
// or NetworkBehaviour.IsSpawned (i.e. to early exit if not spawned) which, in turn, could generate several Warning messages
|
|
// per spawned NetworkObject. Checking for ShutdownInProgress prevents these unnecessary LogWarning messages.
|
|
// We must check IsSpawned, otherwise a warning will be logged under certain valid conditions (see OnDestroy)
|
|
if (IsSpawned && m_NetworkObject == null && (NetworkManager.Singleton == null || !NetworkManager.Singleton.ShutdownInProgress))
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
|
|
}
|
|
}
|
|
|
|
return m_NetworkObject;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets whether or not this NetworkBehaviour instance has a NetworkObject owner.
|
|
/// </summary>
|
|
public bool HasNetworkObject => NetworkObject != null;
|
|
|
|
private NetworkObject m_NetworkObject = null;
|
|
|
|
/// <summary>
|
|
/// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour
|
|
/// </summary>
|
|
public ulong NetworkObjectId { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject
|
|
/// </summary>
|
|
public ushort NetworkBehaviourId { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Internally caches the Id of this behaviour in a NetworkObject. Makes look-up faster
|
|
/// </summary>
|
|
internal ushort NetworkBehaviourIdCache = 0;
|
|
|
|
/// <summary>
|
|
/// Returns a the NetworkBehaviour with a given BehaviourId for the current NetworkObject
|
|
/// </summary>
|
|
/// <param name="behaviourId">The behaviourId to return</param>
|
|
/// <returns>Returns NetworkBehaviour with given behaviourId</returns>
|
|
protected NetworkBehaviour GetNetworkBehaviour(ushort behaviourId)
|
|
{
|
|
return NetworkObject.GetNetworkBehaviourAtOrderIndex(behaviourId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the ClientId that owns the NetworkObject
|
|
/// </summary>
|
|
public ulong OwnerClientId { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Updates properties with network session related
|
|
/// dependencies such as a NetworkObject's spawned
|
|
/// state or NetworkManager's session state.
|
|
/// </summary>
|
|
internal void UpdateNetworkProperties()
|
|
{
|
|
var networkObject = NetworkObject;
|
|
// Set NetworkObject dependent properties
|
|
if (networkObject != null)
|
|
{
|
|
var networkManager = NetworkManager;
|
|
// Set identification related properties
|
|
NetworkObjectId = networkObject.NetworkObjectId;
|
|
IsLocalPlayer = networkObject.IsLocalPlayer;
|
|
|
|
// This is "OK" because GetNetworkBehaviourOrderIndex uses the order of
|
|
// NetworkObject.ChildNetworkBehaviours which is set once when first
|
|
// accessed.
|
|
NetworkBehaviourId = networkObject.GetNetworkBehaviourOrderIndex(this);
|
|
|
|
// Set ownership related properties
|
|
IsOwnedByServer = networkObject.IsOwnedByServer;
|
|
IsOwner = networkObject.IsOwner;
|
|
OwnerClientId = networkObject.OwnerClientId;
|
|
|
|
// Set NetworkManager dependent properties
|
|
if (networkManager != null)
|
|
{
|
|
IsHost = networkManager.IsListening && networkManager.IsHost;
|
|
IsClient = networkManager.IsListening && networkManager.IsClient;
|
|
IsServer = networkManager.IsListening && networkManager.IsServer;
|
|
LocalClient = networkManager.LocalClient;
|
|
HasAuthority = networkObject.HasAuthority;
|
|
ServerIsHost = networkManager.IsListening && networkManager.ServerIsHost;
|
|
}
|
|
}
|
|
else // Shouldn't happen, but if so then set the properties to their default value;
|
|
{
|
|
OwnerClientId = NetworkObjectId = default;
|
|
IsOwnedByServer = IsOwner = IsHost = IsClient = IsServer = ServerIsHost = default;
|
|
NetworkBehaviourId = default;
|
|
LocalClient = default;
|
|
HasAuthority = default;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Distributed Authority Mode Only
|
|
/// Invoked only on the authority instance when a <see cref="NetworkObject"/> is deferring its despawn on non-authoritative instances.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// See also: <see cref="NetworkObject.DeferDespawn(int, bool)"/>
|
|
/// </remarks>
|
|
/// <param name="despawnTick">the future network tick that the <see cref="NetworkObject"/> will be despawned on non-authoritative instances</param>
|
|
public virtual void OnDeferringDespawn(int despawnTick) { }
|
|
|
|
/// <summary>
|
|
/// Gets called when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered and the network is setup.
|
|
/// </summary>
|
|
public virtual void OnNetworkSpawn() { }
|
|
|
|
/// <summary>
|
|
/// Gets called when the <see cref="NetworkObject"/> gets despawned. Is called both on the server and clients.
|
|
/// </summary>
|
|
public virtual void OnNetworkDespawn() { }
|
|
|
|
internal void InternalOnNetworkSpawn()
|
|
{
|
|
IsSpawned = true;
|
|
InitializeVariables();
|
|
UpdateNetworkProperties();
|
|
}
|
|
|
|
internal void VisibleOnNetworkSpawn()
|
|
{
|
|
try
|
|
{
|
|
OnNetworkSpawn();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogException(e);
|
|
}
|
|
|
|
InitializeVariables();
|
|
|
|
if (NetworkObject.HasAuthority)
|
|
{
|
|
// Since we just spawned the object and since user code might have modified their NetworkVariable, esp.
|
|
// NetworkList, we need to mark the object as free of updates.
|
|
// This should happen for all objects on the machine triggering the spawn.
|
|
PostNetworkVariableWrite(true);
|
|
}
|
|
}
|
|
|
|
internal void InternalOnNetworkDespawn()
|
|
{
|
|
IsSpawned = false;
|
|
UpdateNetworkProperties();
|
|
try
|
|
{
|
|
OnNetworkDespawn();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogException(e);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets called when the local client gains ownership of this object
|
|
/// </summary>
|
|
public virtual void OnGainedOwnership() { }
|
|
|
|
internal void InternalOnGainedOwnership()
|
|
{
|
|
UpdateNetworkProperties();
|
|
OnGainedOwnership();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked on all clients, override this method to be notified of any
|
|
/// ownership changes (even if the instance was niether the previous or
|
|
/// newly assigned current owner).
|
|
/// </summary>
|
|
/// <param name="previous">the previous owner</param>
|
|
/// <param name="current">the current owner</param>
|
|
protected virtual void OnOwnershipChanged(ulong previous, ulong current)
|
|
{
|
|
|
|
}
|
|
|
|
internal void InternalOnOwnershipChanged(ulong previous, ulong current)
|
|
{
|
|
OnOwnershipChanged(previous, current);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets called when we loose ownership of this object
|
|
/// </summary>
|
|
public virtual void OnLostOwnership() { }
|
|
|
|
internal void InternalOnLostOwnership()
|
|
{
|
|
UpdateNetworkProperties();
|
|
OnLostOwnership();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed
|
|
/// </summary>
|
|
/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
|
|
public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
|
|
|
|
private bool m_VarInit = false;
|
|
|
|
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
|
|
private readonly List<NetworkDelivery> m_DeliveryTypesForNetworkVariableGroups = new List<NetworkDelivery>();
|
|
|
|
// RuntimeAccessModifiersILPP will make this `protected`
|
|
internal readonly List<NetworkVariableBase> NetworkVariableFields = new List<NetworkVariableBase>();
|
|
|
|
#pragma warning disable IDE1006 // disable naming rule violation check
|
|
// RuntimeAccessModifiersILPP will make this `protected`
|
|
internal virtual void __initializeVariables()
|
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
|
{
|
|
// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's network variables.
|
|
}
|
|
|
|
#pragma warning disable IDE1006 // disable naming rule violation check
|
|
// RuntimeAccessModifiersILPP will make this `protected`
|
|
internal virtual void __initializeRpcs()
|
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
|
{
|
|
// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's RPCs.
|
|
}
|
|
|
|
#pragma warning disable IDE1006 // disable naming rule violation check
|
|
// RuntimeAccessModifiersILPP will make this `protected`
|
|
internal void __registerRpc(uint hash, RpcReceiveHandler handler, string rpcMethodName)
|
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
|
{
|
|
__rpc_func_table[GetType()][hash] = handler;
|
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
|
__rpc_name_table[GetType()][hash] = rpcMethodName;
|
|
#endif
|
|
}
|
|
|
|
#pragma warning disable IDE1006 // disable naming rule violation check
|
|
// RuntimeAccessModifiersILPP will make this `protected`
|
|
// Using this method here because ILPP doesn't seem to let us do visibility modification on properties.
|
|
internal void __nameNetworkVariable(NetworkVariableBase variable, string varName)
|
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
|
{
|
|
variable.Name = varName;
|
|
}
|
|
|
|
internal void InitializeVariables()
|
|
{
|
|
if (m_VarInit)
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_VarInit = true;
|
|
|
|
if (!__rpc_func_table.ContainsKey(GetType()))
|
|
{
|
|
__rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
|
|
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
|
__rpc_name_table[GetType()] = new Dictionary<uint, string>();
|
|
#endif
|
|
__initializeRpcs();
|
|
}
|
|
__initializeVariables();
|
|
|
|
{
|
|
// Create index map for delivery types
|
|
var firstLevelIndex = new Dictionary<NetworkDelivery, int>();
|
|
int secondLevelCounter = 0;
|
|
|
|
for (int i = 0; i < NetworkVariableFields.Count; i++)
|
|
{
|
|
var networkDelivery = NetworkVariableBase.Delivery;
|
|
if (!firstLevelIndex.ContainsKey(networkDelivery))
|
|
{
|
|
firstLevelIndex.Add(networkDelivery, secondLevelCounter);
|
|
m_DeliveryTypesForNetworkVariableGroups.Add(networkDelivery);
|
|
secondLevelCounter++;
|
|
}
|
|
|
|
if (firstLevelIndex[networkDelivery] >= m_DeliveryMappedNetworkVariableIndices.Count)
|
|
{
|
|
m_DeliveryMappedNetworkVariableIndices.Add(new HashSet<int>());
|
|
}
|
|
|
|
m_DeliveryMappedNetworkVariableIndices[firstLevelIndex[networkDelivery]].Add(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void PreNetworkVariableWrite()
|
|
{
|
|
// reset our "which variables got written" data
|
|
NetworkVariableIndexesToReset.Clear();
|
|
NetworkVariableIndexesToResetSet.Clear();
|
|
}
|
|
|
|
internal void PostNetworkVariableWrite(bool forced = false)
|
|
{
|
|
if (forced)
|
|
{
|
|
// Mark every variable as no longer dirty. We just spawned the object and whatever the game code did
|
|
// during OnNetworkSpawn has been sent and needs to be cleared
|
|
for (int i = 0; i < NetworkVariableFields.Count; i++)
|
|
{
|
|
NetworkVariableFields[i].ResetDirty();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// mark any variables we wrote as no longer dirty
|
|
for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++)
|
|
{
|
|
NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty();
|
|
}
|
|
}
|
|
|
|
MarkVariablesDirty(false);
|
|
}
|
|
|
|
internal void PreVariableUpdate()
|
|
{
|
|
if (!m_VarInit)
|
|
{
|
|
InitializeVariables();
|
|
}
|
|
|
|
PreNetworkVariableWrite();
|
|
}
|
|
|
|
internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
|
|
internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
|
|
|
|
internal void NetworkVariableUpdate(ulong targetClientId)
|
|
{
|
|
if (!CouldHaveDirtyNetworkVariables())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Getting these ahead of time actually improves performance
|
|
var networkManager = NetworkManager;
|
|
var networkObject = NetworkObject;
|
|
var behaviourIndex = networkObject.GetNetworkBehaviourOrderIndex(this);
|
|
var messageManager = networkManager.MessageManager;
|
|
var connectionManager = networkManager.ConnectionManager;
|
|
|
|
for (int j = 0; j < m_DeliveryMappedNetworkVariableIndices.Count; j++)
|
|
{
|
|
var networkVariable = (NetworkVariableBase)null;
|
|
var shouldSend = false;
|
|
for (int k = 0; k < NetworkVariableFields.Count; k++)
|
|
{
|
|
networkVariable = NetworkVariableFields[k];
|
|
if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId))
|
|
{
|
|
shouldSend = true;
|
|
break;
|
|
}
|
|
}
|
|
// All of this is just to prevent the DA Host from re-sending a NetworkVariable update it received from the client owner
|
|
// If this NetworkManager is running as a DAHost:
|
|
// - Only when the write permissions is owner (to pass existing integration tests running as DAHost)
|
|
// - If the target client ID is the owner and the owner is not the local NetworkManager instance
|
|
// - **Special** As long as ownership did not just change and we are sending the new owner any dirty/updated NetworkVariables
|
|
// Under these conditions we should not send to the client
|
|
if (shouldSend && networkManager.DAHost && networkVariable.WritePerm == NetworkVariableWritePermission.Owner &&
|
|
networkObject.OwnerClientId == targetClientId && networkObject.OwnerClientId != networkManager.LocalClientId &&
|
|
networkObject.PreviousOwnerId == networkObject.OwnerClientId)
|
|
{
|
|
shouldSend = false;
|
|
}
|
|
|
|
if (!shouldSend)
|
|
{
|
|
continue;
|
|
}
|
|
var message = new NetworkVariableDeltaMessage
|
|
{
|
|
NetworkObjectId = NetworkObjectId,
|
|
NetworkBehaviourIndex = behaviourIndex,
|
|
NetworkBehaviour = this,
|
|
TargetClientId = targetClientId,
|
|
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
|
|
};
|
|
// TODO: Serialization is where the IsDirty flag gets changed.
|
|
// Messages don't get sent from the server to itself, so if we're host and sending to ourselves,
|
|
// we still have to actually serialize the message even though we're not sending it, otherwise
|
|
// the dirty flag doesn't change properly. These two pieces should be decoupled at some point
|
|
// so we don't have to do this serialization work if we're not going to use the result.
|
|
if (IsServer && targetClientId == NetworkManager.ServerClientId)
|
|
{
|
|
var tmpWriter = new FastBufferWriter(messageManager.NonFragmentedMessageMaxSize, Allocator.Temp, messageManager.FragmentedMessageMaxSize);
|
|
using (tmpWriter)
|
|
{
|
|
message.Serialize(tmpWriter, message.Version);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
connectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal static bool LogSentVariableUpdateMessage;
|
|
|
|
private bool CouldHaveDirtyNetworkVariables()
|
|
{
|
|
// TODO: There should be a better way by reading one dirty variable vs. 'n'
|
|
for (int i = 0; i < NetworkVariableFields.Count; i++)
|
|
{
|
|
if (NetworkVariableFields[i].IsDirty())
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
internal void MarkVariablesDirty(bool dirty)
|
|
{
|
|
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
|
{
|
|
NetworkVariableFields[j].SetDirty(dirty);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
|
|
/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When NetworkConfig.EnsureNetworkVariableLengthSafety is enabled each NetworkVariable field will be preceded
|
|
/// by the number of bytes written for that specific field.
|
|
/// </remarks>
|
|
internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId)
|
|
{
|
|
var networkManager = NetworkManager;
|
|
if (networkManager.DistributedAuthorityMode)
|
|
{
|
|
writer.WriteValueSafe((ushort)NetworkVariableFields.Count);
|
|
}
|
|
|
|
if (NetworkVariableFields.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
|
// Worth either merging or more cleanly separating these codepaths.
|
|
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
|
{
|
|
// Note: In distributed authority mode, all clients can read
|
|
if (NetworkVariableFields[j].CanClientRead(targetClientId))
|
|
{
|
|
if (networkManager.DistributedAuthorityMode)
|
|
{
|
|
writer.WriteValueSafe(NetworkVariableFields[j].Type);
|
|
}
|
|
|
|
if (networkManager.DistributedAuthorityMode || networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
|
{
|
|
var writePos = writer.Position;
|
|
// Note: This value can't be packed because we don't know how large it will be in advance
|
|
// we reserve space for it, then write the data, then come back and fill in the space
|
|
// to pack here, we'd have to write data to a temporary buffer and copy it in - which
|
|
// isn't worth possibly saving one byte if and only if the data is less than 63 bytes long...
|
|
// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
|
|
writer.WriteValueSafe((ushort)0);
|
|
var startPos = writer.Position;
|
|
NetworkVariableFields[j].WriteField(writer);
|
|
var size = writer.Position - startPos;
|
|
writer.Seek(writePos);
|
|
writer.WriteValueSafe((ushort)size);
|
|
writer.Seek(startPos + size);
|
|
}
|
|
else
|
|
{
|
|
NetworkVariableFields[j].WriteField(writer);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Only if EnsureNetworkVariableLengthSafety, otherwise just skip
|
|
if (networkManager.DistributedAuthorityMode || networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
|
{
|
|
writer.WriteValueSafe((ushort)0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
|
|
/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When NetworkConfig.EnsureNetworkVariableLengthSafety is enabled each NetworkVariable field will be preceded
|
|
/// by the number of bytes written for that specific field.
|
|
/// </remarks>
|
|
internal void SetNetworkVariableData(FastBufferReader reader, ulong clientId)
|
|
{
|
|
var networkManager = NetworkManager;
|
|
if (networkManager.DistributedAuthorityMode)
|
|
{
|
|
reader.ReadValueSafe(out ushort variableCount);
|
|
if (variableCount != NetworkVariableFields.Count)
|
|
{
|
|
Debug.LogError("NetworkVariable count mismatch.");
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (NetworkVariableFields.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
|
// Worth either merging or more cleanly separating these codepaths.
|
|
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
|
{
|
|
var varSize = (ushort)0;
|
|
var readStartPos = 0;
|
|
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
|
{
|
|
reader.ReadValueSafe(out varSize);
|
|
if (varSize == 0)
|
|
{
|
|
continue;
|
|
}
|
|
readStartPos = reader.Position;
|
|
}
|
|
else // If the client cannot read this field, then skip it
|
|
if (!NetworkVariableFields[j].CanClientRead(clientId))
|
|
{
|
|
if (networkManager.DistributedAuthorityMode)
|
|
{
|
|
reader.ReadValueSafe(out ushort size);
|
|
if (size != 0)
|
|
{
|
|
Debug.LogError("Expected zero size");
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (networkManager.DistributedAuthorityMode)
|
|
{
|
|
// Explicit setting of the NetworkVariableType is only needed for CMB Runtime
|
|
reader.ReadValueSafe(out NetworkVariableType _);
|
|
reader.ReadValueSafe(out ushort size);
|
|
var start_marker = reader.Position;
|
|
NetworkVariableFields[j].ReadField(reader);
|
|
if (reader.Position - start_marker != size)
|
|
{
|
|
Debug.LogError("Mismatched network variable size");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NetworkVariableFields[j].ReadField(reader);
|
|
}
|
|
|
|
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
|
{
|
|
if (reader.Position > (readStartPos + varSize))
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"Var data read too far. {reader.Position - (readStartPos + varSize)} bytes.");
|
|
}
|
|
|
|
reader.Seek(readStartPos + varSize);
|
|
}
|
|
else if (reader.Position < (readStartPos + varSize))
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"Var data read too little. {(readStartPos + varSize) - reader.Position} bytes.");
|
|
}
|
|
|
|
reader.Seek(readStartPos + varSize);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the local instance of a object with a given NetworkId
|
|
/// </summary>
|
|
/// <param name="networkId"></param>
|
|
/// <returns></returns>
|
|
protected NetworkObject GetNetworkObject(ulong networkId)
|
|
{
|
|
return NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkId, out NetworkObject networkObject) ? networkObject : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Override this method if your derived NetworkBehaviour requires custom synchronization data.
|
|
/// Note: Use of this method is only for the initial client synchronization of NetworkBehaviours
|
|
/// and will increase the payload size for client synchronization and dynamically spawned
|
|
/// <see cref="NetworkObject"/>s.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When serializing (writing) this will be invoked during the client synchronization period and
|
|
/// when spawning new NetworkObjects.
|
|
/// When deserializing (reading), this will be invoked prior to the NetworkBehaviour's associated
|
|
/// NetworkObject being spawned.
|
|
/// </remarks>
|
|
/// <param name="serializer">The serializer to use to read and write the data.</param>
|
|
/// <typeparam name="T">
|
|
/// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer
|
|
/// is in read mode or write mode.
|
|
/// </typeparam>
|
|
/// <param name="targetClientId">the relative client identifier being synchronized</param>
|
|
protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
|
|
{
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
|
|
/// For writing (server-side), this is useful to know which client will receive the serialized data.
|
|
/// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>.
|
|
/// When synchronization of this instance is complete, this value will be reset to 0
|
|
/// </remarks>
|
|
protected ulong m_TargetIdBeingSynchronized { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Internal method that determines if a NetworkBehaviour has additional synchronization data to
|
|
/// be synchronized when first instantiated prior to its associated NetworkObject being spawned.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This includes try-catch blocks to recover from exceptions that might occur and continue to
|
|
/// synchronize any remaining NetworkBehaviours.
|
|
/// </remarks>
|
|
/// <returns>true if it wrote synchronization data and false if it did not</returns>
|
|
internal bool Synchronize<T>(ref BufferSerializer<T> serializer, ulong targetClientId = 0) where T : IReaderWriter
|
|
{
|
|
m_TargetIdBeingSynchronized = targetClientId;
|
|
if (serializer.IsWriter)
|
|
{
|
|
// Get the writer to handle seeking and determining how many bytes were written
|
|
var writer = serializer.GetFastBufferWriter();
|
|
// Save our position before we attempt to write anything so we can seek back to it (i.e. error occurs)
|
|
var positionBeforeWrite = writer.Position;
|
|
writer.WriteValueSafe(NetworkBehaviourId);
|
|
|
|
// Save our position where we will write the final size being written so we can skip over it in the
|
|
// event an exception occurs when deserializing.
|
|
var sizePosition = writer.Position;
|
|
writer.WriteValueSafe((ushort)0);
|
|
|
|
// Save our position before synchronizing to determine how much was written
|
|
var positionBeforeSynchronize = writer.Position;
|
|
var threwException = false;
|
|
try
|
|
{
|
|
OnSynchronize(ref serializer);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
threwException = true;
|
|
if (NetworkManager.LogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"{name} threw an exception during synchronization serialization, this {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!");
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogError($"{ex.Message}\n {ex.StackTrace}");
|
|
}
|
|
}
|
|
}
|
|
var finalPosition = writer.Position;
|
|
|
|
// Reset before exiting
|
|
m_TargetIdBeingSynchronized = default;
|
|
// If we wrote nothing then skip writing anything for this NetworkBehaviour
|
|
if (finalPosition == positionBeforeSynchronize || threwException)
|
|
{
|
|
writer.Seek(positionBeforeWrite);
|
|
// Truncate back to the size before
|
|
writer.Truncate();
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// Write the number of bytes serialized to handle exceptions on the deserialization side
|
|
var bytesWritten = finalPosition - positionBeforeSynchronize;
|
|
writer.Seek(sizePosition);
|
|
writer.WriteValueSafe((ushort)bytesWritten);
|
|
writer.Seek(finalPosition);
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
var reader = serializer.GetFastBufferReader();
|
|
// We will always read the expected byte count
|
|
reader.ReadValueSafe(out ushort expectedBytesToRead);
|
|
|
|
// Save our position before we begin synchronization deserialization
|
|
var positionBeforeSynchronize = reader.Position;
|
|
var synchronizationError = false;
|
|
try
|
|
{
|
|
// Invoke synchronization
|
|
OnSynchronize(ref serializer);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
if (NetworkManager.LogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"{name} threw an exception during synchronization deserialization, this {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!");
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogError($"{ex.Message}\n {ex.StackTrace}");
|
|
}
|
|
}
|
|
synchronizationError = true;
|
|
}
|
|
|
|
var totalBytesRead = reader.Position - positionBeforeSynchronize;
|
|
if (totalBytesRead != expectedBytesToRead)
|
|
{
|
|
if (NetworkManager.LogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"{name} read {totalBytesRead} bytes but was expected to read {expectedBytesToRead} bytes during synchronization deserialization! This {nameof(NetworkBehaviour)}({GetType().Name})is being skipped and will not be synchronized!");
|
|
}
|
|
synchronizationError = true;
|
|
}
|
|
|
|
// Reset before exiting
|
|
m_TargetIdBeingSynchronized = default;
|
|
|
|
// Skip over the entry if deserialization fails
|
|
if (synchronizationError)
|
|
{
|
|
var skipToPosition = positionBeforeSynchronize + expectedBytesToRead;
|
|
reader.Seek(skipToPosition);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to.
|
|
/// NOTE: If you override this, you will want to always invoke this base class version of this
|
|
/// <see cref="OnDestroy"/> method!!
|
|
/// </summary>
|
|
public virtual void OnDestroy()
|
|
{
|
|
if (NetworkObject != null && NetworkObject.IsSpawned && IsSpawned)
|
|
{
|
|
// If the associated NetworkObject is still spawned then this
|
|
// NetworkBehaviour will be removed from the NetworkObject's
|
|
// ChildNetworkBehaviours list.
|
|
NetworkObject.OnNetworkBehaviourDestroyed(this);
|
|
}
|
|
|
|
// this seems odd to do here, but in fact especially in tests we can find ourselves
|
|
// here without having called InitializedVariables, which causes problems if any
|
|
// of those variables use native containers (e.g. NetworkList) as they won't be
|
|
// registered here and therefore won't be cleaned up.
|
|
//
|
|
// we should study to understand the initialization patterns
|
|
if (!m_VarInit)
|
|
{
|
|
InitializeVariables();
|
|
}
|
|
|
|
|
|
for (int i = 0; i < NetworkVariableFields.Count; i++)
|
|
{
|
|
NetworkVariableFields[i].Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|