The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
155 lines
7.3 KiB
C#
155 lines
7.3 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// A helper struct for serializing <see cref="NetworkObject"/>s over the network. Can be used in RPCs and <see cref="NetworkVariable{T}"/>.
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/// </summary>
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public struct NetworkObjectReference : INetworkSerializable, IEquatable<NetworkObjectReference>
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{
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private ulong m_NetworkObjectId;
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/// <summary>
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/// The <see cref="NetworkObject.NetworkObjectId"/> of the referenced <see cref="NetworkObject"/>.
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/// </summary>
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public ulong NetworkObjectId
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{
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get => m_NetworkObjectId;
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internal set => m_NetworkObjectId = value;
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}
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkObjectReference"/> struct.
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/// </summary>
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/// <param name="networkObject">The <see cref="NetworkObject"/> to reference.</param>
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/// <exception cref="ArgumentNullException"></exception>
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/// <exception cref="ArgumentException"></exception>
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public NetworkObjectReference(NetworkObject networkObject)
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{
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if (networkObject == null)
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{
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throw new ArgumentNullException(nameof(networkObject));
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}
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if (networkObject.IsSpawned == false)
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{
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throw new ArgumentException($"{nameof(NetworkObjectReference)} can only be created from spawned {nameof(NetworkObject)}s.");
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}
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m_NetworkObjectId = networkObject.NetworkObjectId;
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}
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkObjectReference"/> struct.
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/// </summary>
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/// <param name="gameObject">The GameObject from which the <see cref="NetworkObject"/> component will be referenced.</param>
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/// <exception cref="ArgumentNullException"></exception>
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/// <exception cref="ArgumentException"></exception>
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public NetworkObjectReference(GameObject gameObject)
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{
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if (gameObject == null)
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{
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throw new ArgumentNullException(nameof(gameObject));
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}
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var networkObject = gameObject.GetComponent<NetworkObject>() ?? throw new ArgumentException($"Cannot create {nameof(NetworkObjectReference)} from {nameof(GameObject)} without a {nameof(NetworkObject)} component.");
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if (networkObject.IsSpawned == false)
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{
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throw new ArgumentException($"{nameof(NetworkObjectReference)} can only be created from spawned {nameof(NetworkObject)}s.");
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}
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m_NetworkObjectId = networkObject.NetworkObjectId;
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}
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/// <summary>
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/// Tries to get the <see cref="NetworkObject"/> referenced by this reference.
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/// </summary>
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/// <param name="networkObject">The <see cref="NetworkObject"/> which was found. Null if no object was found.</param>
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/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
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/// <returns>True if the <see cref="NetworkObject"/> was found; False if the <see cref="NetworkObject"/> was not found. This can happen if the <see cref="NetworkObject"/> has not been spawned yet. you can try getting the reference at a later point in time.</returns>
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public bool TryGet(out NetworkObject networkObject, NetworkManager networkManager = null)
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{
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networkObject = Resolve(this, networkManager);
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return networkObject != null;
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}
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/// <summary>
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/// Resolves the corresponding <see cref="NetworkObject"/> for this reference.
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/// </summary>
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/// <param name="networkObjectRef">The reference.</param>
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/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
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/// <returns>The resolves <see cref="NetworkObject"/>. Returns null if the networkobject was not found</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static NetworkObject Resolve(NetworkObjectReference networkObjectRef, NetworkManager networkManager = null)
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{
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networkManager = networkManager ?? NetworkManager.Singleton;
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networkManager.SpawnManager.SpawnedObjects.TryGetValue(networkObjectRef.m_NetworkObjectId, out NetworkObject networkObject);
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return networkObject;
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}
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/// <inheritdoc/>
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public bool Equals(NetworkObjectReference other)
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{
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return m_NetworkObjectId == other.m_NetworkObjectId;
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}
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/// <inheritdoc/>
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public override bool Equals(object obj)
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{
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return obj is NetworkObjectReference other && Equals(other);
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}
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/// <inheritdoc/>
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public override int GetHashCode()
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{
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return m_NetworkObjectId.GetHashCode();
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}
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/// <inheritdoc/>
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref m_NetworkObjectId);
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}
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/// <summary>
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/// Implicitly convert <see cref="NetworkObjectReference"/> to <see cref="NetworkObject"/>.
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/// </summary>
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/// <param name="networkObjectRef">The <see cref="NetworkObjectReference"/> to convert from.</param>
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/// <returns>The <see cref="NetworkObject"/> the <see cref="NetworkObjectReference"/> is referencing</returns>
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public static implicit operator NetworkObject(NetworkObjectReference networkObjectRef) => Resolve(networkObjectRef);
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/// <summary>
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/// Implicitly convert <see cref="NetworkObject"/> to <see cref="NetworkObjectReference"/>.
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/// </summary>
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/// <param name="networkObject">The <see cref="NetworkObject"/> to convert from.</param>
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/// <returns>The <see cref="NetworkObjectReference"/> created from the <see cref="NetworkObject"/> parameter</returns>
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public static implicit operator NetworkObjectReference(NetworkObject networkObject) => new NetworkObjectReference(networkObject);
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/// <summary>
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/// Implicitly convert <see cref="NetworkObjectReference"/> to <see cref="GameObject"/>.
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/// </summary>
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/// <param name="networkObjectRef">The <see cref="NetworkObjectReference"/> to convert from.</param>
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/// <returns>This returns the <see cref="GameObject"/> that the <see cref="NetworkObject"/> is attached to and is referenced by the <see cref="NetworkObjectReference"/> passed in as a parameter</returns>
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public static implicit operator GameObject(NetworkObjectReference networkObjectRef)
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{
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var networkObject = Resolve(networkObjectRef);
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if (networkObject != null)
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{
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return networkObject.gameObject;
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}
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return null;
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}
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/// <summary>
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/// Implicitly convert <see cref="GameObject"/> to <see cref="NetworkObject"/>.
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/// </summary>
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/// <param name="gameObject">The <see cref="GameObject"/> to convert from.</param>
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/// <returns>The <see cref="NetworkObjectReference"/> created from the <see cref="GameObject"/> parameter that has a <see cref="NetworkObject"/> component attached to it</returns>
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public static implicit operator NetworkObjectReference(GameObject gameObject) => new NetworkObjectReference(gameObject);
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}
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}
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