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com.unity.netcode.gameobjects/Editor/NetworkBehaviourEditor.cs
Unity Technologies ffef45b50f com.unity.netcode.gameobjects@1.7.0
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).

## [1.7.0] - 2023-10-11

### Added

- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)

### Fixed

- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)

### Changed

- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
2023-10-11 00:00:00 +00:00

465 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.Reflection;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor
{
/// <summary>
/// The <see cref="CustomEditor"/> for <see cref="NetworkBehaviour"/>
/// </summary>
[CustomEditor(typeof(NetworkBehaviour), true)]
[CanEditMultipleObjects]
public class NetworkBehaviourEditor : UnityEditor.Editor
{
private bool m_Initialized;
private readonly List<string> m_NetworkVariableNames = new List<string>();
private readonly Dictionary<string, FieldInfo> m_NetworkVariableFields = new Dictionary<string, FieldInfo>();
private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>();
private GUIContent m_NetworkVariableLabelGuiContent;
private GUIContent m_NetworkListLabelGuiContent;
private void Init(MonoScript script)
{
m_Initialized = true;
m_NetworkVariableNames.Clear();
m_NetworkVariableFields.Clear();
m_NetworkVariableObjects.Clear();
m_NetworkVariableLabelGuiContent = new GUIContent("NetworkVariable", "This variable is a NetworkVariable. It can not be serialized and can only be changed during runtime.");
m_NetworkListLabelGuiContent = new GUIContent("NetworkList", "This variable is a NetworkList. It is rendered, but you can't serialize or change it.");
var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
for (int i = 0; i < fields.Length; i++)
{
var ft = fields[i].FieldType;
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
}
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
}
}
}
private void RenderNetworkVariable(int index)
{
if (!m_NetworkVariableFields.ContainsKey(m_NetworkVariableNames[index]))
{
serializedObject.Update();
var scriptProperty = serializedObject.FindProperty("m_Script");
if (scriptProperty == null)
{
return;
}
var targetScript = scriptProperty.objectReferenceValue as MonoScript;
Init(targetScript);
}
object value = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
if (value == null)
{
var fieldType = m_NetworkVariableFields[m_NetworkVariableNames[index]].FieldType;
var networkVariable = (NetworkVariableBase)Activator.CreateInstance(fieldType, true);
m_NetworkVariableFields[m_NetworkVariableNames[index]].SetValue(target, networkVariable);
}
var type = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target).GetType();
var genericType = type.GetGenericArguments()[0];
EditorGUILayout.BeginHorizontal();
if (genericType.IsValueType)
{
var isEquatable = false;
foreach (var iface in genericType.GetInterfaces())
{
if (iface.IsGenericType && iface.GetGenericTypeDefinition() == typeof(IEquatable<>))
{
isEquatable = true;
}
}
MethodInfo method;
if (isEquatable)
{
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueTypeIEquatable), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
}
else
{
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueType), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
}
var genericMethod = method.MakeGenericMethod(genericType);
genericMethod.Invoke(this, new[] { (object)index });
}
else
{
EditorGUILayout.LabelField("Type not renderable");
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
EditorGUILayout.EndHorizontal();
}
}
private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged
{
try
{
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
RenderNetworkVariableValueType(index, networkVariable);
}
catch (Exception e)
{
Debug.Log(e);
throw;
}
EditorGUILayout.EndHorizontal();
}
private void RenderNetworkContainerValueTypeIEquatable<T>(int index) where T : unmanaged, IEquatable<T>
{
try
{
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
RenderNetworkVariableValueType(index, networkVariable);
}
catch (Exception)
{
try
{
var networkList = (NetworkList<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
RenderNetworkListValueType(index, networkList);
}
catch (Exception e)
{
Debug.Log(e);
throw;
}
}
EditorGUILayout.EndHorizontal();
}
private void RenderNetworkVariableValueType<T>(int index, NetworkVariable<T> networkVariable) where T : unmanaged
{
var type = typeof(T);
object val = networkVariable.Value;
string variableName = m_NetworkVariableNames[index];
var behaviour = (NetworkBehaviour)target;
// Only server can MODIFY. So allow modification if network is either not running or we are server
if (behaviour.IsBehaviourEditable())
{
if (type == typeof(int))
{
val = EditorGUILayout.IntField(variableName, (int)val);
}
else if (type == typeof(uint))
{
val = (uint)EditorGUILayout.LongField(variableName, (uint)val);
}
else if (type == typeof(short))
{
val = (short)EditorGUILayout.IntField(variableName, (short)val);
}
else if (type == typeof(ushort))
{
val = (ushort)EditorGUILayout.IntField(variableName, (ushort)val);
}
else if (type == typeof(sbyte))
{
val = (sbyte)EditorGUILayout.IntField(variableName, (sbyte)val);
}
else if (type == typeof(byte))
{
val = (byte)EditorGUILayout.IntField(variableName, (byte)val);
}
else if (type == typeof(long))
{
val = EditorGUILayout.LongField(variableName, (long)val);
}
else if (type == typeof(ulong))
{
val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
}
else if (type == typeof(float))
{
val = EditorGUILayout.FloatField(variableName, (float)((float)val));
}
else if (type == typeof(bool))
{
val = EditorGUILayout.Toggle(variableName, (bool)val);
}
else if (type == typeof(string))
{
val = EditorGUILayout.TextField(variableName, (string)val);
}
else if (type.IsEnum)
{
val = EditorGUILayout.EnumPopup(variableName, (Enum)val);
}
else
{
EditorGUILayout.LabelField("Type not renderable");
}
networkVariable.Value = (T)val;
}
else
{
EditorGUILayout.LabelField(variableName, EditorStyles.wordWrappedLabel);
EditorGUILayout.SelectableLabel(val.ToString(), EditorStyles.wordWrappedLabel);
}
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
}
private void RenderNetworkListValueType<T>(int index, NetworkList<T> networkList)
where T : unmanaged, IEquatable<T>
{
string variableName = m_NetworkVariableNames[index];
string value = "";
bool addComma = false;
foreach (var v in networkList)
{
if (addComma)
{
value += ", ";
}
value += v.ToString();
addComma = true;
}
EditorGUILayout.LabelField(variableName, value);
GUILayout.Label(m_NetworkListLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkListLabelGuiContent).x));
}
/// <inheritdoc/>
public override void OnInspectorGUI()
{
if (!m_Initialized)
{
serializedObject.Update();
var scriptProperty = serializedObject.FindProperty("m_Script");
if (scriptProperty == null)
{
return;
}
var targetScript = scriptProperty.objectReferenceValue as MonoScript;
Init(targetScript);
}
EditorGUI.BeginChangeCheck();
serializedObject.Update();
for (int i = 0; i < m_NetworkVariableNames.Count; i++)
{
RenderNetworkVariable(i);
}
var property = serializedObject.GetIterator();
bool expanded = true;
while (property.NextVisible(expanded))
{
if (m_NetworkVariableNames.Contains(ObjectNames.NicifyVariableName(property.name)))
{
// Skip rendering of NetworkVars, they have special rendering
continue;
}
if (property.propertyType == SerializedPropertyType.ObjectReference)
{
if (property.name == "m_Script")
{
EditorGUI.BeginDisabledGroup(true);
}
EditorGUILayout.PropertyField(property, true);
if (property.name == "m_Script")
{
EditorGUI.EndDisabledGroup();
}
}
else
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(property, true);
EditorGUILayout.EndHorizontal();
}
expanded = false;
}
serializedObject.ApplyModifiedProperties();
EditorGUI.EndChangeCheck();
}
/// <summary>
/// Invoked once when a NetworkBehaviour component is
/// displayed in the inspector view.
/// </summary>
private void OnEnable()
{
// This can be null and throw an exception when running test runner in the editor
if (target == null)
{
return;
}
// When we first add a NetworkBehaviour this editor will be enabled
// so we go ahead and check for an already existing NetworkObject here
CheckForNetworkObject((target as NetworkBehaviour).gameObject);
}
/// <summary>
/// Recursively finds the root parent of a <see cref="Transform"/>
/// </summary>
/// <param name="transform">The current <see cref="Transform"/> we are inspecting for a parent</param>
/// <returns>the root parent for the first <see cref="Transform"/> passed into the method</returns>
public static Transform GetRootParentTransform(Transform transform)
{
if (transform.parent == null || transform.parent == transform)
{
return transform;
}
return GetRootParentTransform(transform.parent);
}
/// <summary>
/// Used to determine if a GameObject has one or more NetworkBehaviours but
/// does not already have a NetworkObject component. If not it will notify
/// the user that NetworkBehaviours require a NetworkObject.
/// </summary>
/// <param name="gameObject"><see cref="GameObject"/> to start checking for a <see cref="NetworkObject"/></param>
/// <param name="networkObjectRemoved">used internally</param>
public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
{
// If there are no NetworkBehaviours or gameObjects then exit early
// If we are in play mode and a user is inspecting something then exit early (we don't add NetworkObjects to something when in play mode)
if (EditorApplication.isPlaying || gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
{
return;
}
// Now get the root parent transform to the current GameObject (or itself)
var rootTransform = GetRootParentTransform(gameObject.transform);
if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))
{
networkManager = rootTransform.GetComponentInChildren<NetworkManager>();
}
// If there is a NetworkManager, then notify the user that a NetworkManager cannot have NetworkBehaviour components
if (networkManager != null)
{
var networkBehaviours = networkManager.gameObject.GetComponents<NetworkBehaviour>();
var networkBehavioursChildren = networkManager.gameObject.GetComponentsInChildren<NetworkBehaviour>();
if (networkBehaviours.Length > 0 || networkBehavioursChildren.Length > 0)
{
if (EditorUtility.DisplayDialog("NetworkBehaviour or NetworkManager Cannot Be Added", $"{nameof(NetworkManager)}s cannot have {nameof(NetworkBehaviour)} components added to the root parent or any of its children." +
$" Would you like to remove the NetworkManager or NetworkBehaviour?", "NetworkManager", "NetworkBehaviour"))
{
DestroyImmediate(networkManager);
}
else
{
foreach (var networkBehaviour in networkBehaviours)
{
DestroyImmediate(networkBehaviour);
}
foreach (var networkBehaviour in networkBehaviours)
{
DestroyImmediate(networkBehaviour);
}
}
return;
}
}
// Otherwise, check to see if there is any NetworkObject from the root GameObject down to all children.
// If not, notify the user that NetworkBehaviours require that the relative GameObject has a NetworkObject component.
if (!rootTransform.TryGetComponent<NetworkObject>(out var networkObject))
{
networkObject = rootTransform.GetComponentInChildren<NetworkObject>();
if (networkObject == null)
{
// If we are removing a NetworkObject but there is still one or more NetworkBehaviour components
// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement
// then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
// again.
if (networkObjectRemoved && NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting())
{
Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
}
// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it
if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}",
$"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)",
DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsEditorSettings.AutoAddNetworkObjectIfNoneExists))
{
gameObject.AddComponent<NetworkObject>();
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene);
UnityEditor.SceneManagement.EditorSceneManager.SaveScene(activeScene);
}
}
}
if (networkObject != null)
{
OrderNetworkObject(networkObject);
}
}
// Assures the NetworkObject precedes any NetworkBehaviour on the same GameObject as the NetworkObject
private static void OrderNetworkObject(NetworkObject networkObject)
{
var monoBehaviours = networkObject.gameObject.GetComponents<MonoBehaviour>();
var networkObjectIndex = 0;
var firstNetworkBehaviourIndex = -1;
for (int i = 0; i < monoBehaviours.Length; i++)
{
if (monoBehaviours[i] == networkObject)
{
networkObjectIndex = i;
break;
}
var networkBehaviour = monoBehaviours[i] as NetworkBehaviour;
if (networkBehaviour != null)
{
// Get the index of the first NetworkBehaviour Component
if (firstNetworkBehaviourIndex == -1)
{
firstNetworkBehaviourIndex = i;
}
}
}
if (firstNetworkBehaviourIndex != -1 && networkObjectIndex > firstNetworkBehaviourIndex)
{
var positionsToMove = networkObjectIndex - firstNetworkBehaviourIndex;
for (int i = 0; i < positionsToMove; i++)
{
UnityEditorInternal.ComponentUtility.MoveComponentUp(networkObject);
}
EditorUtility.SetDirty(networkObject.gameObject);
}
}
}
}