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)
335 lines
13 KiB
C#
335 lines
13 KiB
C#
using System;
|
|
using Unity.Collections;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
internal static class RpcMessageHelpers
|
|
{
|
|
public static unsafe void Serialize(ref FastBufferWriter writer, ref RpcMetadata metadata, ref FastBufferWriter payload)
|
|
{
|
|
BytePacker.WriteValueBitPacked(writer, metadata.NetworkObjectId);
|
|
BytePacker.WriteValueBitPacked(writer, metadata.NetworkBehaviourId);
|
|
BytePacker.WriteValueBitPacked(writer, metadata.NetworkRpcMethodId);
|
|
writer.WriteBytesSafe(payload.GetUnsafePtr(), payload.Length);
|
|
}
|
|
|
|
public static unsafe bool Deserialize(ref FastBufferReader reader, ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload, string messageType)
|
|
{
|
|
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkObjectId);
|
|
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkBehaviourId);
|
|
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkRpcMethodId);
|
|
|
|
var networkManager = (NetworkManager)context.SystemOwner;
|
|
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
|
|
{
|
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context, messageType);
|
|
return false;
|
|
}
|
|
|
|
var networkObject = networkManager.SpawnManager.SpawnedObjects[metadata.NetworkObjectId];
|
|
var networkBehaviour = networkManager.SpawnManager.SpawnedObjects[metadata.NetworkObjectId].GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
|
|
if (networkBehaviour == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()].ContainsKey(metadata.NetworkRpcMethodId))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
|
|
|
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
|
if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
|
|
{
|
|
networkManager.NetworkMetrics.TrackRpcReceived(
|
|
context.SenderId,
|
|
networkObject,
|
|
rpcMethodName,
|
|
networkBehaviour.__getTypeName(),
|
|
reader.Length);
|
|
}
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
public static void Handle(ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload, ref __RpcParams rpcParams)
|
|
{
|
|
var networkManager = (NetworkManager)context.SystemOwner;
|
|
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject))
|
|
{
|
|
throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
|
}
|
|
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
|
|
|
|
try
|
|
{
|
|
NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()][metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogException(new Exception("Unhandled RPC exception!", ex));
|
|
if (networkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
Debug.Log($"RPC Table Contents");
|
|
foreach (var entry in NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()])
|
|
{
|
|
Debug.Log($"{entry.Key} | {entry.Value.Method.Name}");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal struct RpcMetadata : INetworkSerializeByMemcpy
|
|
{
|
|
public ulong NetworkObjectId;
|
|
public ushort NetworkBehaviourId;
|
|
public uint NetworkRpcMethodId;
|
|
}
|
|
|
|
internal struct ServerRpcMessage : INetworkMessage
|
|
{
|
|
public int Version => 0;
|
|
|
|
public RpcMetadata Metadata;
|
|
|
|
public FastBufferWriter WriteBuffer;
|
|
public FastBufferReader ReadBuffer;
|
|
|
|
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
|
{
|
|
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
|
}
|
|
|
|
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
|
{
|
|
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, GetType().Name);
|
|
}
|
|
|
|
public void Handle(ref NetworkContext context)
|
|
{
|
|
var rpcParams = new __RpcParams
|
|
{
|
|
Server = new ServerRpcParams
|
|
{
|
|
Receive = new ServerRpcReceiveParams
|
|
{
|
|
SenderClientId = context.SenderId
|
|
}
|
|
}
|
|
};
|
|
RpcMessageHelpers.Handle(ref context, ref Metadata, ref ReadBuffer, ref rpcParams);
|
|
}
|
|
}
|
|
|
|
internal struct ClientRpcMessage : INetworkMessage
|
|
{
|
|
public int Version => 0;
|
|
|
|
public RpcMetadata Metadata;
|
|
|
|
public FastBufferWriter WriteBuffer;
|
|
public FastBufferReader ReadBuffer;
|
|
|
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
|
{
|
|
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
|
}
|
|
|
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
|
{
|
|
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, GetType().Name);
|
|
}
|
|
|
|
public void Handle(ref NetworkContext context)
|
|
{
|
|
var rpcParams = new __RpcParams
|
|
{
|
|
Client = new ClientRpcParams
|
|
{
|
|
Receive = new ClientRpcReceiveParams
|
|
{
|
|
}
|
|
}
|
|
};
|
|
RpcMessageHelpers.Handle(ref context, ref Metadata, ref ReadBuffer, ref rpcParams);
|
|
}
|
|
}
|
|
|
|
internal struct RpcMessage : INetworkMessage
|
|
{
|
|
public int Version => 0;
|
|
|
|
public RpcMetadata Metadata;
|
|
public ulong SenderClientId;
|
|
|
|
public FastBufferWriter WriteBuffer;
|
|
public FastBufferReader ReadBuffer;
|
|
|
|
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
|
{
|
|
BytePacker.WriteValuePacked(writer, SenderClientId);
|
|
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
|
}
|
|
|
|
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out SenderClientId);
|
|
|
|
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, GetType().Name);
|
|
}
|
|
|
|
public void Handle(ref NetworkContext context)
|
|
{
|
|
var rpcParams = new __RpcParams
|
|
{
|
|
Ext = new RpcParams
|
|
{
|
|
Receive = new RpcReceiveParams
|
|
{
|
|
SenderClientId = SenderClientId
|
|
}
|
|
}
|
|
};
|
|
RpcMessageHelpers.Handle(ref context, ref Metadata, ref ReadBuffer, ref rpcParams);
|
|
}
|
|
}
|
|
|
|
// DANGO-EXP TODO: REMOVE THIS
|
|
internal struct ForwardServerRpcMessage : INetworkMessage
|
|
{
|
|
public int Version => 0;
|
|
public ulong OwnerId;
|
|
public NetworkDelivery NetworkDelivery;
|
|
public ServerRpcMessage ServerRpcMessage;
|
|
|
|
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
|
{
|
|
writer.WriteValueSafe(OwnerId);
|
|
writer.WriteValueSafe(NetworkDelivery);
|
|
ServerRpcMessage.Serialize(writer, targetVersion);
|
|
}
|
|
|
|
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
|
{
|
|
reader.ReadValueSafe(out OwnerId);
|
|
reader.ReadValueSafe(out NetworkDelivery);
|
|
ServerRpcMessage.ReadBuffer = new FastBufferReader(reader, Allocator.Persistent, reader.Length - reader.Position, sizeof(RpcMetadata));
|
|
|
|
// If deserializing failed or this message was deferred.
|
|
if (!ServerRpcMessage.Deserialize(reader, ref context, receivedMessageVersion))
|
|
{
|
|
// release this reader as the handler will either be invoked later (deferred) or will not be invoked at all.
|
|
ServerRpcMessage.ReadBuffer.Dispose();
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public void Handle(ref NetworkContext context)
|
|
{
|
|
var networkManager = (NetworkManager)context.SystemOwner;
|
|
if (networkManager.DAHost)
|
|
{
|
|
try
|
|
{
|
|
// Since this is temporary, we will not be collection metrics for this.
|
|
// DAHost just forwards the message to the owner
|
|
ServerRpcMessage.WriteBuffer = new FastBufferWriter(ServerRpcMessage.ReadBuffer.Length, Allocator.TempJob);
|
|
ServerRpcMessage.WriteBuffer.WriteBytesSafe(ServerRpcMessage.ReadBuffer.ToArray());
|
|
networkManager.ConnectionManager.SendMessage(ref ServerRpcMessage, NetworkDelivery, OwnerId);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogException(ex);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NetworkLog.LogErrorServer($"Received {nameof(ForwardServerRpcMessage)} on client-{networkManager.LocalClientId}! Only DAHost may forward RPC messages!");
|
|
}
|
|
ServerRpcMessage.ReadBuffer.Dispose();
|
|
ServerRpcMessage.WriteBuffer.Dispose();
|
|
}
|
|
|
|
}
|
|
|
|
// DANGO-EXP TODO: REMOVE THIS
|
|
internal struct ForwardClientRpcMessage : INetworkMessage
|
|
{
|
|
public int Version => 0;
|
|
public bool BroadCast;
|
|
public ulong[] TargetClientIds;
|
|
public NetworkDelivery NetworkDelivery;
|
|
public ClientRpcMessage ClientRpcMessage;
|
|
|
|
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
|
{
|
|
if (TargetClientIds == null)
|
|
{
|
|
BroadCast = true;
|
|
writer.WriteValueSafe(BroadCast);
|
|
}
|
|
else
|
|
{
|
|
BroadCast = false;
|
|
writer.WriteValueSafe(BroadCast);
|
|
writer.WriteValueSafe(TargetClientIds);
|
|
}
|
|
writer.WriteValueSafe(NetworkDelivery);
|
|
ClientRpcMessage.Serialize(writer, targetVersion);
|
|
}
|
|
|
|
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
|
{
|
|
reader.ReadValueSafe(out BroadCast);
|
|
|
|
if (!BroadCast)
|
|
{
|
|
reader.ReadValueSafe(out TargetClientIds);
|
|
}
|
|
|
|
reader.ReadValueSafe(out NetworkDelivery);
|
|
|
|
ClientRpcMessage.ReadBuffer = new FastBufferReader(reader, Allocator.Persistent, reader.Length - reader.Position, sizeof(RpcMetadata));
|
|
// If deserializing failed or this message was deferred.
|
|
if (!ClientRpcMessage.Deserialize(reader, ref context, receivedMessageVersion))
|
|
{
|
|
// release this reader as the handler will either be invoked later (deferred) or will not be invoked at all.
|
|
ClientRpcMessage.ReadBuffer.Dispose();
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public void Handle(ref NetworkContext context)
|
|
{
|
|
var networkManager = (NetworkManager)context.SystemOwner;
|
|
if (networkManager.DAHost)
|
|
{
|
|
ClientRpcMessage.WriteBuffer = new FastBufferWriter(ClientRpcMessage.ReadBuffer.Length, Allocator.TempJob);
|
|
ClientRpcMessage.WriteBuffer.WriteBytesSafe(ClientRpcMessage.ReadBuffer.ToArray());
|
|
// Since this is temporary, we will not be collection metrics for this.
|
|
// DAHost just forwards the message to the clients
|
|
if (BroadCast)
|
|
{
|
|
networkManager.ConnectionManager.SendMessage(ref ClientRpcMessage, NetworkDelivery, networkManager.ConnectedClientsIds);
|
|
}
|
|
else
|
|
{
|
|
networkManager.ConnectionManager.SendMessage(ref ClientRpcMessage, NetworkDelivery, TargetClientIds);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NetworkLog.LogErrorServer($"Received {nameof(ForwardClientRpcMessage)} on client-{networkManager.LocalClientId}! Only DAHost may forward RPC messages!");
|
|
}
|
|
ClientRpcMessage.WriteBuffer.Dispose();
|
|
ClientRpcMessage.ReadBuffer.Dispose();
|
|
}
|
|
}
|
|
}
|