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com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs
Unity Technologies 1e7078c160 com.unity.netcode.gameobjects@1.1.0
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).

## [1.1.0] - 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)
2022-10-21 00:00:00 +00:00

422 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditorInternal;
namespace Unity.Netcode.Editor
{
/// <summary>
/// This <see cref="CustomEditor"/> handles the translation between the <see cref="NetworkConfig"/> and
/// the <see cref="NetworkManager"/> properties.
/// </summary>
[CustomEditor(typeof(NetworkManager), true)]
[CanEditMultipleObjects]
public class NetworkManagerEditor : UnityEditor.Editor
{
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
private static GUIStyle s_CenteredWordWrappedLabelStyle;
private static GUIStyle s_HelpBoxStyle;
// Properties
private SerializedProperty m_RunInBackgroundProperty;
private SerializedProperty m_LogLevelProperty;
// NetworkConfig
private SerializedProperty m_NetworkConfigProperty;
// NetworkConfig fields
private SerializedProperty m_PlayerPrefabProperty;
private SerializedProperty m_ProtocolVersionProperty;
private SerializedProperty m_NetworkTransportProperty;
private SerializedProperty m_TickRateProperty;
private SerializedProperty m_MaxObjectUpdatesPerTickProperty;
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
private SerializedProperty m_ConnectionApprovalProperty;
private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
private SerializedProperty m_ForceSamePrefabsProperty;
private SerializedProperty m_EnableSceneManagementProperty;
private SerializedProperty m_RecycleNetworkIdsProperty;
private SerializedProperty m_NetworkIdRecycleDelayProperty;
private SerializedProperty m_RpcHashSizeProperty;
private SerializedProperty m_LoadSceneTimeOutProperty;
private ReorderableList m_NetworkPrefabsList;
private NetworkManager m_NetworkManager;
private bool m_Initialized;
private readonly List<Type> m_TransportTypes = new List<Type>();
private string[] m_TransportNames = { "Select transport..." };
private void ReloadTransports()
{
m_TransportTypes.Clear();
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (var assembly in assemblies)
{
var types = assembly.GetTypes();
foreach (var type in types)
{
if (type.IsSubclassOf(typeof(NetworkTransport)) && !type.IsSubclassOf(typeof(TestingNetworkTransport)) && type != typeof(TestingNetworkTransport))
{
m_TransportTypes.Add(type);
}
}
}
m_TransportNames = new string[m_TransportTypes.Count + 1];
m_TransportNames[0] = "Select transport...";
for (int i = 0; i < m_TransportTypes.Count; i++)
{
m_TransportNames[i + 1] = m_TransportTypes[i].Name;
}
}
private void Initialize()
{
if (m_Initialized)
{
return;
}
m_Initialized = true;
m_NetworkManager = (NetworkManager)target;
// Base properties
m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
// NetworkConfig properties
m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
ReloadTransports();
}
private void CheckNullProperties()
{
// Base properties
m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
// NetworkConfig properties
m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
}
private void OnEnable()
{
m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig)).FindPropertyRelative(nameof(NetworkConfig.NetworkPrefabs)), true, true, true, true);
m_NetworkPrefabsList.elementHeightCallback = index =>
{
var networkOverrideInt = 0;
if (m_NetworkPrefabsList.count > 0)
{
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
networkOverrideInt = networkOverrideProp.enumValueIndex;
}
return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5);
};
m_NetworkPrefabsList.drawElementCallback = (rect, index, isActive, isFocused) =>
{
rect.y += 5;
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
var networkPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Prefab));
var networkSourceHashProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourceHashToOverride));
var networkSourcePrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourcePrefabToOverride));
var networkTargetPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.OverridingTargetPrefab));
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
var networkOverrideInt = networkOverrideProp.enumValueIndex;
var networkOverrideEnum = (NetworkPrefabOverride)networkOverrideInt;
EditorGUI.LabelField(new Rect(rect.x + rect.width - 70, rect.y, 60, EditorGUIUtility.singleLineHeight), "Override");
if (networkOverrideEnum == NetworkPrefabOverride.None)
{
if (EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), false))
{
networkOverrideProp.enumValueIndex = (int)NetworkPrefabOverride.Prefab;
}
}
else
{
if (!EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), true))
{
networkOverrideProp.enumValueIndex = 0;
networkOverrideEnum = NetworkPrefabOverride.None;
}
}
if (networkOverrideEnum == NetworkPrefabOverride.None)
{
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width - 80, EditorGUIUtility.singleLineHeight), networkPrefabProp, GUIContent.none);
}
else
{
networkOverrideProp.enumValueIndex = GUI.Toolbar(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), networkOverrideInt - 1, new[] { "Prefab", "Hash" }) + 1;
if (networkOverrideEnum == NetworkPrefabOverride.Prefab)
{
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourcePrefabProp, GUIContent.none);
}
else
{
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourceHashProp, GUIContent.none);
}
rect.y += EditorGUIUtility.singleLineHeight + 5;
EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Overriding Prefab");
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 110, EditorGUIUtility.singleLineHeight), networkTargetPrefabProp, GUIContent.none);
}
};
m_NetworkPrefabsList.drawHeaderCallback = rect => EditorGUI.LabelField(rect, "NetworkPrefabs");
}
/// <inheritdoc/>
public override void OnInspectorGUI()
{
Initialize();
CheckNullProperties();
#if !MULTIPLAYER_TOOLS
DrawInstallMultiplayerToolsTip();
#endif
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
EditorGUILayout.PropertyField(m_LogLevelProperty);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
EditorGUILayout.Space();
m_NetworkPrefabsList.DoLayoutList();
EditorGUILayout.Space();
EditorGUILayout.LabelField("General", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
if (m_NetworkTransportProperty.objectReferenceValue == null)
{
EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
int selection = EditorGUILayout.Popup(0, m_TransportNames);
if (selection > 0)
{
ReloadTransports();
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]);
if (transportComponent == null)
{
transportComponent = m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
}
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
Repaint();
}
}
EditorGUILayout.PropertyField(m_TickRateProperty);
EditorGUILayout.LabelField("Performance", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty);
EditorGUILayout.LabelField("Connection", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.ConnectionApproval))
{
EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
}
EditorGUILayout.LabelField("Spawning", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.RecycleNetworkIds))
{
EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
}
EditorGUILayout.LabelField("Bandwidth", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
EditorGUILayout.LabelField("Scene Management", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.EnableSceneManagement))
{
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
}
serializedObject.ApplyModifiedProperties();
// Start buttons below
{
string buttonDisabledReasonSuffix = "";
if (!EditorApplication.isPlaying)
{
buttonDisabledReasonSuffix = ". This can only be done in play mode";
GUI.enabled = false;
}
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
{
m_NetworkManager.StartHost();
}
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
{
m_NetworkManager.StartServer();
}
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
{
m_NetworkManager.StartClient();
}
if (!EditorApplication.isPlaying)
{
GUI.enabled = true;
}
}
}
else
{
string instanceType = string.Empty;
if (m_NetworkManager.IsHost)
{
instanceType = "Host";
}
else if (m_NetworkManager.IsServer)
{
instanceType = "Server";
}
else if (m_NetworkManager.IsClient)
{
instanceType = "Client";
}
EditorGUILayout.HelpBox("You cannot edit the NetworkConfig when a " + instanceType + " is running.", MessageType.Info);
if (GUILayout.Button(new GUIContent("Stop " + instanceType, "Stops the " + instanceType + " instance.")))
{
m_NetworkManager.Shutdown();
}
}
}
private static void DrawInstallMultiplayerToolsTip()
{
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
const string openDocsButtonText = "Open Docs";
const string dismissButtonText = "Dismiss";
const string targetUrl = "https://docs-multiplayer.unity3d.com/netcode/current/tools/install-tools";
const string infoIconName = "console.infoicon";
if (PlayerPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, 0) != 0)
{
return;
}
if (s_CenteredWordWrappedLabelStyle == null)
{
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label);
s_CenteredWordWrappedLabelStyle.wordWrap = true;
s_CenteredWordWrappedLabelStyle.alignment = TextAnchor.MiddleLeft;
}
if (s_HelpBoxStyle == null)
{
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox);
s_HelpBoxStyle.padding = new RectOffset(10, 10, 10, 10);
}
var openDocsButtonStyle = GUI.skin.button;
var dismissButtonStyle = EditorStyles.linkLabel;
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.BeginHorizontal(s_HelpBoxStyle, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
{
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(infoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
GUILayout.Space(4);
GUILayout.Label(getToolsText, s_CenteredWordWrappedLabelStyle, GUILayout.ExpandHeight(true));
GUILayout.Space(4);
GUILayout.BeginVertical();
GUILayout.FlexibleSpace();
if (GUILayout.Button(openDocsButtonText, openDocsButtonStyle, GUILayout.Width(90), GUILayout.Height(30)))
{
Application.OpenURL(targetUrl);
}
GUILayout.FlexibleSpace();
GUILayout.EndVertical();
GUILayout.Space(4);
GUILayout.BeginVertical();
GUILayout.FlexibleSpace();
if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false)))
{
PlayerPrefs.SetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, 1);
}
EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);
GUILayout.FlexibleSpace();
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUILayout.Space(10);
}
}
}