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). ## [1.1.0] - 2022-10-21 ### Added - Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261) - `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235) - IPv6 is now supported for direct connections when using `UnityTransport`. (#2232) - Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) - Added position, rotation, and scale to the `ParentSyncMessage` which provides users the ability to specify the final values on the server-side when `OnNetworkObjectParentChanged` is invoked just before the message is created (when the `Transform` values are applied to the message). (#2146) - Added `NetworkObject.TryRemoveParent` method for convenience purposes opposed to having to cast null to either `GameObject` or `NetworkObject`. (#2146) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.0. (#2231) - The send queues of `UnityTransport` are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the `MaxSendQueueSize` property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212) - As a consequence of the above change, the `UnityTransport.InitialMaxSendQueueSize` field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212) - The debug simulator in `UnityTransport` is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196) - `NetworkVariable<>` now supports managed `INetworkSerializable` types, as well as other managed types with serialization/deserialization delegates registered to `UserNetworkVariableSerialization<T>.WriteValue` and `UserNetworkVariableSerialization<T>.ReadValue` (#2219) - `NetworkVariable<>` and `BufferSerializer<BufferSerializerReader>` now deserialize `INetworkSerializable` types in-place, rather than constructing new ones. (#2219) ### Fixed - Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261) - Fixed issue caused when changing ownership of objects hidden to some clients (#2242) - Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239) - Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226) - Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225) - Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222) - Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222) - Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222) - Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220) - Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203) - Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199) - Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158) - Fixed warning resulting from a stray NetworkAnimator.meta file (#2153) - Fixed Connection Approval Timeout not working client side. (#2164) - Fixed issue where the `WorldPositionStays` parenting parameter was not being synchronized with clients. (#2146) - Fixed issue where parented in-scene placed `NetworkObject`s would fail for late joining clients. (#2146) - Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when `WorldPositionStays` was true. (#2146) - Fixed issue with `NetworkTransform.ApplyTransformToNetworkStateWithInfo` where it was not honoring axis sync settings when `NetworkTransformState.IsTeleportingNextFrame` was true. (#2146) - Fixed issue with `NetworkTransform.TryCommitTransformToServer` where it was not honoring the `InLocalSpace` setting. (#2146) - Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144) - Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142) - Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127) - Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127) - Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739) - Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171) - Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987) - Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
298 lines
14 KiB
C#
298 lines
14 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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using System.Collections.Generic;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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using Mono.Cecil.Rocks;
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using Unity.CompilationPipeline.Common.Diagnostics;
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using Unity.CompilationPipeline.Common.ILPostProcessing;
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using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
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using MethodAttributes = Mono.Cecil.MethodAttributes;
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namespace Unity.Netcode.Editor.CodeGen
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{
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internal sealed class INetworkMessageILPP : ILPPInterface
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{
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public override ILPPInterface GetInstance() => this;
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public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName;
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private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
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public override ILPostProcessResult Process(ICompiledAssembly compiledAssembly)
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{
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if (!WillProcess(compiledAssembly))
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{
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return null;
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}
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m_Diagnostics.Clear();
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// read
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var assemblyDefinition = CodeGenHelpers.AssemblyDefinitionFor(compiledAssembly, out m_AssemblyResolver);
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if (assemblyDefinition == null)
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{
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m_Diagnostics.AddError($"Cannot read assembly definition: {compiledAssembly.Name}");
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return null;
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}
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// modules
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(_, m_NetcodeModule) = CodeGenHelpers.FindBaseModules(assemblyDefinition, m_AssemblyResolver);
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if (m_NetcodeModule == null)
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{
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m_Diagnostics.AddError($"Cannot find Netcode module: {CodeGenHelpers.NetcodeModuleName}");
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return null;
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}
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// process
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var mainModule = assemblyDefinition.MainModule;
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if (mainModule != null)
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{
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if (ImportReferences(mainModule))
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{
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var types = mainModule.GetTypes()
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.Where(t => t.Resolve().HasInterface(CodeGenHelpers.INetworkMessage_FullName) && !t.Resolve().IsAbstract)
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.ToList();
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// process `INetworkMessage` types
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if (types.Count == 0)
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{
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return null;
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}
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try
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{
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CreateModuleInitializer(assemblyDefinition, types);
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}
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catch (Exception e)
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{
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m_Diagnostics.AddError((e.ToString() + e.StackTrace).Replace("\n", "|").Replace("\r", "|"));
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}
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}
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else
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{
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m_Diagnostics.AddError($"Cannot import references into main module: {mainModule.Name}");
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}
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}
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else
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{
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m_Diagnostics.AddError($"Cannot get main module from assembly definition: {compiledAssembly.Name}");
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}
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mainModule.RemoveRecursiveReferences();
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// write
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var pe = new MemoryStream();
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var pdb = new MemoryStream();
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var writerParameters = new WriterParameters
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{
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SymbolWriterProvider = new PortablePdbWriterProvider(),
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SymbolStream = pdb,
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WriteSymbols = true
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};
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assemblyDefinition.Write(pe, writerParameters);
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return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics);
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}
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private ModuleDefinition m_NetcodeModule;
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private PostProcessorAssemblyResolver m_AssemblyResolver;
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private MethodReference m_MessagingSystem_ReceiveMessage_MethodRef;
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private TypeReference m_MessagingSystem_MessageWithHandler_TypeRef;
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private MethodReference m_MessagingSystem_MessageHandler_Constructor_TypeRef;
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private FieldReference m_ILPPMessageProvider___network_message_types_FieldRef;
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private FieldReference m_MessagingSystem_MessageWithHandler_MessageType_FieldRef;
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private FieldReference m_MessagingSystem_MessageWithHandler_Handler_FieldRef;
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private MethodReference m_Type_GetTypeFromHandle_MethodRef;
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private MethodReference m_List_Add_MethodRef;
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private const string k_ReceiveMessageName = nameof(MessagingSystem.ReceiveMessage);
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private bool ImportReferences(ModuleDefinition moduleDefinition)
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{
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// Different environments seem to have different situations...
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// Some have these definitions in netstandard.dll...
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// some seem to have them elsewhere...
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// Since they're standard .net classes they're not going to cause
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// the same issues as referencing other assemblies, in theory, since
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// the definitions should be standard and consistent across platforms
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// (i.e., there's no #if UNITY_EDITOR in them that could create
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// invalid IL code)
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TypeDefinition typeTypeDef = moduleDefinition.ImportReference(typeof(Type)).Resolve();
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TypeDefinition listTypeDef = moduleDefinition.ImportReference(typeof(List<>)).Resolve();
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TypeDefinition messageHandlerTypeDef = null;
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TypeDefinition messageWithHandlerTypeDef = null;
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TypeDefinition ilppMessageProviderTypeDef = null;
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TypeDefinition messagingSystemTypeDef = null;
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foreach (var netcodeTypeDef in m_NetcodeModule.GetAllTypes())
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{
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if (messageHandlerTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.MessageHandler))
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{
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messageHandlerTypeDef = netcodeTypeDef;
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continue;
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}
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if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.MessageWithHandler))
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{
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messageWithHandlerTypeDef = netcodeTypeDef;
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continue;
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}
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if (ilppMessageProviderTypeDef == null && netcodeTypeDef.Name == nameof(ILPPMessageProvider))
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{
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ilppMessageProviderTypeDef = netcodeTypeDef;
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continue;
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}
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if (messagingSystemTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem))
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{
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messagingSystemTypeDef = netcodeTypeDef;
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continue;
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}
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}
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m_MessagingSystem_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First());
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m_MessagingSystem_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerTypeDef);
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foreach (var fieldDef in messageWithHandlerTypeDef.Fields)
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{
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switch (fieldDef.Name)
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{
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case nameof(MessagingSystem.MessageWithHandler.MessageType):
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m_MessagingSystem_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef);
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break;
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case nameof(MessagingSystem.MessageWithHandler.Handler):
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m_MessagingSystem_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef);
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break;
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}
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}
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foreach (var methodDef in typeTypeDef.Methods)
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{
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switch (methodDef.Name)
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{
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case nameof(Type.GetTypeFromHandle):
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m_Type_GetTypeFromHandle_MethodRef = moduleDefinition.ImportReference(methodDef);
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break;
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}
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}
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foreach (var fieldDef in ilppMessageProviderTypeDef.Fields)
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{
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switch (fieldDef.Name)
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{
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case nameof(ILPPMessageProvider.__network_message_types):
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m_ILPPMessageProvider___network_message_types_FieldRef = moduleDefinition.ImportReference(fieldDef);
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break;
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}
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}
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foreach (var methodDef in listTypeDef.Methods)
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{
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switch (methodDef.Name)
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{
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case "Add":
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m_List_Add_MethodRef = methodDef;
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m_List_Add_MethodRef.DeclaringType = listTypeDef.MakeGenericInstanceType(messageWithHandlerTypeDef);
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m_List_Add_MethodRef = moduleDefinition.ImportReference(m_List_Add_MethodRef);
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break;
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}
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}
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foreach (var methodDef in messagingSystemTypeDef.Methods)
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{
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switch (methodDef.Name)
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{
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case k_ReceiveMessageName:
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m_MessagingSystem_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef);
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break;
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}
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}
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return true;
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}
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private MethodDefinition GetOrCreateStaticConstructor(TypeDefinition typeDefinition)
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{
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var staticCtorMethodDef = typeDefinition.GetStaticConstructor();
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if (staticCtorMethodDef == null)
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{
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staticCtorMethodDef = new MethodDefinition(
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".cctor", // Static Constructor (constant-constructor)
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MethodAttributes.HideBySig |
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MethodAttributes.SpecialName |
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MethodAttributes.RTSpecialName |
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MethodAttributes.Static,
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typeDefinition.Module.TypeSystem.Void);
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staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
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typeDefinition.Methods.Add(staticCtorMethodDef);
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}
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return staticCtorMethodDef;
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}
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private void CreateInstructionsToRegisterType(ILProcessor processor, List<Instruction> instructions, TypeReference type, MethodReference receiveMethod)
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{
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// MessagingSystem.__network_message_types.Add(new MessagingSystem.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
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processor.Body.Variables.Add(new VariableDefinition(m_MessagingSystem_MessageWithHandler_TypeRef));
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int messageWithHandlerLocIdx = processor.Body.Variables.Count - 1;
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instructions.Add(processor.Create(OpCodes.Ldsfld, m_ILPPMessageProvider___network_message_types_FieldRef));
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instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
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instructions.Add(processor.Create(OpCodes.Initobj, m_MessagingSystem_MessageWithHandler_TypeRef));
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// tmp.MessageType = typeof(type);
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instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
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instructions.Add(processor.Create(OpCodes.Ldtoken, type));
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instructions.Add(processor.Create(OpCodes.Call, m_Type_GetTypeFromHandle_MethodRef));
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instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_MessageType_FieldRef));
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// tmp.Handler = type.Receive
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instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
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instructions.Add(processor.Create(OpCodes.Ldnull));
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instructions.Add(processor.Create(OpCodes.Ldftn, receiveMethod));
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instructions.Add(processor.Create(OpCodes.Newobj, m_MessagingSystem_MessageHandler_Constructor_TypeRef));
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instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_Handler_FieldRef));
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// ILPPMessageProvider.__network_message_types.Add(tmp);
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instructions.Add(processor.Create(OpCodes.Ldloc, messageWithHandlerLocIdx));
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instructions.Add(processor.Create(OpCodes.Callvirt, m_List_Add_MethodRef));
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}
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// Creates a static module constructor (which is executed when the module is loaded) that registers all the message types in the assembly with MessagingSystem.
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// This is the same behavior as annotating a static method with [ModuleInitializer] in standardized C# (that attribute doesn't exist in Unity, but the static module constructor still works).
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// https://docs.microsoft.com/en-us/dotnet/api/system.runtime.compilerservices.moduleinitializerattribute?view=net-5.0
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// https://web.archive.org/web/20100212140402/http://blogs.msdn.com/junfeng/archive/2005/11/19/494914.aspx
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private void CreateModuleInitializer(AssemblyDefinition assembly, List<TypeDefinition> networkMessageTypes)
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{
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foreach (var typeDefinition in assembly.MainModule.Types)
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{
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if (typeDefinition.FullName == "<Module>")
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{
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var staticCtorMethodDef = GetOrCreateStaticConstructor(typeDefinition);
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var processor = staticCtorMethodDef.Body.GetILProcessor();
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var instructions = new List<Instruction>();
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foreach (var type in networkMessageTypes)
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{
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var receiveMethod = new GenericInstanceMethod(m_MessagingSystem_ReceiveMessage_MethodRef);
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receiveMethod.GenericArguments.Add(type);
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CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod);
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}
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instructions.ForEach(instruction => processor.Body.Instructions.Insert(processor.Body.Instructions.Count - 1, instruction));
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break;
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}
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}
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}
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}
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}
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