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)
332 lines
15 KiB
C#
332 lines
15 KiB
C#
using System;
|
|
using Unity.Collections;
|
|
using Unity.Collections.LowLevel.Unsafe;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// Interface used by NetworkVariables to serialize them
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
internal interface INetworkVariableSerializer<T>
|
|
{
|
|
// Write has to be taken by ref here because of INetworkSerializable
|
|
// Open Instance Delegates (pointers to methods without an instance attached to them)
|
|
// require the first parameter passed to them (the instance) to be passed by ref.
|
|
// So foo.Bar() becomes BarDelegate(ref foo);
|
|
// Taking T as an in parameter like we do in other places would require making a copy
|
|
// of it to pass it as a ref parameter.
|
|
public void Write(FastBufferWriter writer, ref T value);
|
|
public void Read(FastBufferReader reader, ref T value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Basic serializer for unmanaged types.
|
|
/// This covers primitives, built-in unity types, and IForceSerializeByMemcpy
|
|
/// Since all of those ultimately end up calling WriteUnmanagedSafe, this simplifies things
|
|
/// by calling that directly - thus preventing us from having to have a specific T that meets
|
|
/// the specific constraints that the various generic WriteValue calls require.
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
internal class UnmanagedTypeSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged
|
|
{
|
|
public void Write(FastBufferWriter writer, ref T value)
|
|
{
|
|
writer.WriteUnmanagedSafe(value);
|
|
}
|
|
public void Read(FastBufferReader reader, ref T value)
|
|
{
|
|
reader.ReadUnmanagedSafe(out value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serializer for FixedStrings
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
internal class FixedStringSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
|
{
|
|
public void Write(FastBufferWriter writer, ref T value)
|
|
{
|
|
writer.WriteValueSafe(value);
|
|
}
|
|
public void Read(FastBufferReader reader, ref T value)
|
|
{
|
|
reader.ReadValueSafeInPlace(ref value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serializer for unmanaged INetworkSerializable types
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
internal class UnmanagedNetworkSerializableSerializer<T> : INetworkVariableSerializer<T> where T : unmanaged, INetworkSerializable
|
|
{
|
|
public void Write(FastBufferWriter writer, ref T value)
|
|
{
|
|
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
|
|
value.NetworkSerialize(bufferSerializer);
|
|
}
|
|
public void Read(FastBufferReader reader, ref T value)
|
|
{
|
|
var bufferSerializer = new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(reader));
|
|
value.NetworkSerialize(bufferSerializer);
|
|
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serializer for managed INetworkSerializable types, which differs from the unmanaged implementation in that it
|
|
/// has to be null-aware
|
|
/// <typeparam name="T"></typeparam>
|
|
internal class ManagedNetworkSerializableSerializer<T> : INetworkVariableSerializer<T> where T : class, INetworkSerializable, new()
|
|
{
|
|
public void Write(FastBufferWriter writer, ref T value)
|
|
{
|
|
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
|
|
bool isNull = (value == null);
|
|
bufferSerializer.SerializeValue(ref isNull);
|
|
if (!isNull)
|
|
{
|
|
value.NetworkSerialize(bufferSerializer);
|
|
}
|
|
}
|
|
public void Read(FastBufferReader reader, ref T value)
|
|
{
|
|
var bufferSerializer = new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(reader));
|
|
bool isNull = false;
|
|
bufferSerializer.SerializeValue(ref isNull);
|
|
if (isNull)
|
|
{
|
|
value = null;
|
|
}
|
|
else
|
|
{
|
|
if (value == null)
|
|
{
|
|
value = new T();
|
|
}
|
|
value.NetworkSerialize(bufferSerializer);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This class is used to register user serialization with NetworkVariables for types
|
|
/// that are serialized via user serialization, such as with FastBufferReader and FastBufferWriter
|
|
/// extension methods. Finding those methods isn't achievable efficiently at runtime, so this allows
|
|
/// users to tell NetworkVariable about those extension methods (or simply pass in a lambda)
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
public class UserNetworkVariableSerialization<T>
|
|
{
|
|
/// <summary>
|
|
/// The write value delegate handler definition
|
|
/// </summary>
|
|
/// <param name="writer">The <see cref="FastBufferWriter"/> to write the value of type `T`</param>
|
|
/// <param name="value">The value of type `T` to be written</param>
|
|
public delegate void WriteValueDelegate(FastBufferWriter writer, in T value);
|
|
|
|
/// <summary>
|
|
/// The read value delegate handler definition
|
|
/// </summary>
|
|
/// <param name="reader">The <see cref="FastBufferReader"/> to read the value of type `T`</param>
|
|
/// <param name="value">The value of type `T` to be read</param>
|
|
public delegate void ReadValueDelegate(FastBufferReader reader, out T value);
|
|
|
|
/// <summary>
|
|
/// The <see cref="WriteValueDelegate"/> delegate handler declaration
|
|
/// </summary>
|
|
public static WriteValueDelegate WriteValue;
|
|
|
|
/// <summary>
|
|
/// The <see cref="ReadValueDelegate"/> delegate handler declaration
|
|
/// </summary>
|
|
public static ReadValueDelegate ReadValue;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This class is instantiated for types that we can't determine ahead of time are serializable - types
|
|
/// that don't meet any of the constraints for methods that are available on FastBufferReader and
|
|
/// FastBufferWriter. These types may or may not be serializable through extension methods. To ensure
|
|
/// the user has time to pass in the delegates to UserNetworkVariableSerialization, the existence
|
|
/// of user serialization isn't checked until it's used, so if no serialization is provided, this
|
|
/// will throw an exception when an object containing the relevant NetworkVariable is spawned.
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
internal class FallbackSerializer<T> : INetworkVariableSerializer<T>
|
|
{
|
|
public void Write(FastBufferWriter writer, ref T value)
|
|
{
|
|
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
|
|
{
|
|
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
|
|
}
|
|
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
|
|
}
|
|
public void Read(FastBufferReader reader, ref T value)
|
|
{
|
|
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
|
|
{
|
|
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
|
|
}
|
|
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This class contains initialization functions for various different types used in NetworkVariables.
|
|
/// Generally speaking, these methods are called by a module initializer created by codegen (NetworkBehaviourILPP)
|
|
/// and do not need to be called manually.
|
|
///
|
|
/// There are two types of initializers: Serializers and EqualityCheckers. Every type must have an EqualityChecker
|
|
/// registered to it in order to be used in NetworkVariable; however, not all types need a Serializer. Types without
|
|
/// a serializer registered will fall back to using the delegates in <see cref="UserNetworkVariableSerialization{T}"/>.
|
|
/// If no such delegate has been registered, a type without a serializer will throw an exception on the first attempt
|
|
/// to serialize or deserialize it. (Again, however, codegen handles this automatically and this registration doesn't
|
|
/// typically need to be performed manually.)
|
|
/// </summary>
|
|
public static class NetworkVariableSerializationTypes
|
|
{
|
|
/// <summary>
|
|
/// Registeres an unmanaged type that will be serialized by a direct memcpy into a buffer
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
public static void InitializeSerializer_UnmanagedByMemcpy<T>() where T : unmanaged
|
|
{
|
|
NetworkVariableSerialization<T>.Serializer = new UnmanagedTypeSerializer<T>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
|
|
/// NetworkSerialize
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
public static void InitializeSerializer_UnmanagedINetworkSerializable<T>() where T : unmanaged, INetworkSerializable
|
|
{
|
|
NetworkVariableSerialization<T>.Serializer = new UnmanagedNetworkSerializableSerializer<T>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers a managed type that implements INetworkSerializable and will be serialized through a call to
|
|
/// NetworkSerialize
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
public static void InitializeSerializer_ManagedINetworkSerializable<T>() where T : class, INetworkSerializable, new()
|
|
{
|
|
NetworkVariableSerialization<T>.Serializer = new ManagedNetworkSerializableSerializer<T>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers a FixedString type that will be serialized through FastBufferReader/FastBufferWriter's FixedString
|
|
/// serializers
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
public static void InitializeSerializer_FixedString<T>() where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
|
{
|
|
NetworkVariableSerialization<T>.Serializer = new FixedStringSerializer<T>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers a managed type that will be checked for equality using T.Equals()
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
public static void InitializeEqualityChecker_ManagedIEquatable<T>() where T : class, IEquatable<T>
|
|
{
|
|
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.EqualityEqualsObject;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers an unmanaged type that will be checked for equality using T.Equals()
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
public static void InitializeEqualityChecker_UnmanagedIEquatable<T>() where T : unmanaged, IEquatable<T>
|
|
{
|
|
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.EqualityEquals;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
|
|
/// equal if they are bitwise equivalent in memory
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
public static void InitializeEqualityChecker_UnmanagedValueEquals<T>() where T : unmanaged
|
|
{
|
|
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.ValueEquals;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers a managed type that will be checked for equality using the == operator
|
|
/// </summary>
|
|
/// <typeparam name="T"></typeparam>
|
|
public static void InitializeEqualityChecker_ManagedClassEquals<T>() where T : class
|
|
{
|
|
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.ClassEquals;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Support methods for reading/writing NetworkVariables
|
|
/// Because there are multiple overloads of WriteValue/ReadValue based on different generic constraints,
|
|
/// but there's no way to achieve the same thing with a class, this sets up various read/write schemes
|
|
/// based on which constraints are met by `T` using reflection, which is done at module load time.
|
|
/// </summary>
|
|
/// <typeparam name="T">The type the associated NetworkVariable is templated on</typeparam>
|
|
[Serializable]
|
|
public static class NetworkVariableSerialization<T>
|
|
{
|
|
internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
|
|
|
|
internal delegate bool EqualsDelegate(ref T a, ref T b);
|
|
internal static EqualsDelegate AreEqual;
|
|
|
|
// Compares two values of the same unmanaged type by underlying memory
|
|
// Ignoring any overridden value checks
|
|
// Size is fixed
|
|
internal static unsafe bool ValueEquals<TValueType>(ref TValueType a, ref TValueType b) where TValueType : unmanaged
|
|
{
|
|
// get unmanaged pointers
|
|
var aptr = UnsafeUtility.AddressOf(ref a);
|
|
var bptr = UnsafeUtility.AddressOf(ref b);
|
|
|
|
// compare addresses
|
|
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType)) == 0;
|
|
}
|
|
|
|
internal static bool EqualityEqualsObject<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class, IEquatable<TValueType>
|
|
{
|
|
if (a == null)
|
|
{
|
|
return b == null;
|
|
}
|
|
|
|
if (b == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return a.Equals(b);
|
|
}
|
|
|
|
internal static bool EqualityEquals<TValueType>(ref TValueType a, ref TValueType b) where TValueType : unmanaged, IEquatable<TValueType>
|
|
{
|
|
return a.Equals(b);
|
|
}
|
|
|
|
internal static bool ClassEquals<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class
|
|
{
|
|
return a == b;
|
|
}
|
|
|
|
internal static void Write(FastBufferWriter writer, ref T value)
|
|
{
|
|
Serializer.Write(writer, ref value);
|
|
}
|
|
|
|
internal static void Read(FastBufferReader reader, ref T value)
|
|
{
|
|
Serializer.Read(reader, ref value);
|
|
}
|
|
}
|
|
}
|