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)
169 lines
7.1 KiB
C#
169 lines
7.1 KiB
C#
using System.Collections.Generic;
|
|
using Unity.Collections;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
internal class DeferredMessageManager : IDeferredNetworkMessageManager
|
|
{
|
|
protected struct TriggerData
|
|
{
|
|
public FastBufferReader Reader;
|
|
public NetworkMessageHeader Header;
|
|
public ulong SenderId;
|
|
public float Timestamp;
|
|
public int SerializedHeaderSize;
|
|
}
|
|
protected struct TriggerInfo
|
|
{
|
|
public string MessageType;
|
|
public float Expiry;
|
|
public NativeList<TriggerData> TriggerData;
|
|
}
|
|
|
|
protected readonly Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
|
|
|
|
private readonly NetworkManager m_NetworkManager;
|
|
|
|
internal DeferredMessageManager(NetworkManager networkManager)
|
|
{
|
|
m_NetworkManager = networkManager;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Defers processing of a message until the moment a specific networkObjectId is spawned.
|
|
/// This is to handle situations where an RPC or other object-specific message arrives before the spawn does,
|
|
/// either due to it being requested in OnNetworkSpawn before the spawn call has been executed
|
|
///
|
|
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
|
|
/// without the requested object ID being spawned, the triggers for it are automatically deleted.
|
|
/// </summary>
|
|
public virtual unsafe void DeferMessage(IDeferredNetworkMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context, string messageType)
|
|
{
|
|
if (!m_Triggers.TryGetValue(trigger, out var triggers))
|
|
{
|
|
triggers = new Dictionary<ulong, TriggerInfo>();
|
|
m_Triggers[trigger] = triggers;
|
|
}
|
|
|
|
if (!triggers.TryGetValue(key, out var triggerInfo))
|
|
{
|
|
triggerInfo = new TriggerInfo
|
|
{
|
|
MessageType = messageType,
|
|
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
|
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
|
|
};
|
|
triggers[key] = triggerInfo;
|
|
}
|
|
|
|
triggerInfo.TriggerData.Add(new TriggerData
|
|
{
|
|
Reader = new FastBufferReader(reader.GetUnsafePtr(), Allocator.Persistent, reader.Length),
|
|
Header = context.Header,
|
|
Timestamp = context.Timestamp,
|
|
SenderId = context.SenderId,
|
|
SerializedHeaderSize = context.SerializedHeaderSize
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cleans up any trigger that's existed for more than a second.
|
|
/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
|
|
/// </summary>
|
|
public virtual unsafe void CleanupStaleTriggers()
|
|
{
|
|
foreach (var kvp in m_Triggers)
|
|
{
|
|
ulong* staleKeys = stackalloc ulong[kvp.Value.Count];
|
|
int index = 0;
|
|
foreach (var kvp2 in kvp.Value)
|
|
{
|
|
if (kvp2.Value.Expiry < m_NetworkManager.RealTimeProvider.RealTimeSinceStartup)
|
|
{
|
|
staleKeys[index++] = kvp2.Key;
|
|
PurgeTrigger(kvp.Key, kvp2.Key, kvp2.Value);
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < index; ++i)
|
|
{
|
|
kvp.Value.Remove(staleKeys[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used for testing purposes
|
|
/// </summary>
|
|
internal static bool IncludeMessageType = true;
|
|
|
|
private string GetWarningMessage(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo, float spawnTimeout)
|
|
{
|
|
if (IncludeMessageType)
|
|
{
|
|
return $"[Deferred {triggerType}] Messages were received for a trigger of type {triggerInfo.MessageType} associated with id ({key}), but the {nameof(NetworkObject)} was not received within the timeout period {spawnTimeout} second(s).";
|
|
}
|
|
else
|
|
{
|
|
return $"Deferred messages were received for a trigger of type {triggerType} associated with id ({key}), but the {nameof(NetworkObject)} was not received within the timeout period {spawnTimeout} second(s).";
|
|
}
|
|
}
|
|
|
|
protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
|
{
|
|
var logLevel = m_NetworkManager.DistributedAuthorityMode ? LogLevel.Developer : LogLevel.Normal;
|
|
if (NetworkLog.CurrentLogLevel <= logLevel)
|
|
{
|
|
NetworkLog.LogWarning(GetWarningMessage(triggerType, key, triggerInfo, m_NetworkManager.NetworkConfig.SpawnTimeout));
|
|
}
|
|
|
|
foreach (var data in triggerInfo.TriggerData)
|
|
{
|
|
data.Reader.Dispose();
|
|
}
|
|
|
|
triggerInfo.TriggerData.Dispose();
|
|
}
|
|
|
|
public virtual void ProcessTriggers(IDeferredNetworkMessageManager.TriggerType trigger, ulong key)
|
|
{
|
|
if (m_Triggers.TryGetValue(trigger, out var triggers))
|
|
{
|
|
// This must happen after InvokeBehaviourNetworkSpawn, otherwise ClientRPCs and other messages can be
|
|
// processed before the object is fully spawned. This must be the last thing done in the spawn process.
|
|
if (triggers.TryGetValue(key, out var triggerInfo))
|
|
{
|
|
triggers.Remove(key);
|
|
foreach (var deferredMessage in triggerInfo.TriggerData)
|
|
{
|
|
// Reader will be disposed within HandleMessage
|
|
m_NetworkManager.ConnectionManager.MessageManager.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
|
|
}
|
|
|
|
triggerInfo.TriggerData.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cleans up any trigger that's existed for more than a second.
|
|
/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
|
|
/// </summary>
|
|
public virtual void CleanupAllTriggers()
|
|
{
|
|
foreach (var kvp in m_Triggers)
|
|
{
|
|
foreach (var kvp2 in kvp.Value)
|
|
{
|
|
foreach (var data in kvp2.Value.TriggerData)
|
|
{
|
|
data.Reader.Dispose();
|
|
}
|
|
kvp2.Value.TriggerData.Dispose();
|
|
}
|
|
}
|
|
m_Triggers.Clear();
|
|
}
|
|
}
|
|
}
|