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com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.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

289 lines
11 KiB
C#

#if UNITY_UNET_PRESENT
#pragma warning disable 618 // disable is obsolete
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
using System;
using UnityEngine;
using UnityEngine.Networking;
namespace Unity.Netcode.Transports.UNET
{
[AddComponentMenu("Netcode/UNet Transport")]
public class UNetTransport : NetworkTransport
{
public enum SendMode
{
Immediately,
Queued
}
private int m_UnreliableChannelId;
private int m_UnreliableSequencedChannelId;
private int m_ReliableChannelId;
private int m_ReliableSequencedChannelId;
private int m_ReliableFragmentedSequencedChannelId;
// Inspector / settings
public int MessageBufferSize = 1024 * 5;
public int MaxConnections = 100;
public int MaxSentMessageQueueSize = 128;
public string ConnectAddress = "127.0.0.1";
public int ConnectPort = 7777;
public int ServerListenPort = 7777;
public SendMode MessageSendMode = SendMode.Immediately;
// Runtime / state
private byte[] m_MessageBuffer;
private WeakReference m_TemporaryBufferReference;
// Lookup / translation
private int m_ServerConnectionId;
private int m_ServerHostId;
public override ulong ServerClientId => GetNetcodeClientId(0, 0, true);
internal NetworkManager NetworkManager;
protected void LateUpdate()
{
if (UnityEngine.Networking.NetworkTransport.IsStarted && MessageSendMode == SendMode.Queued)
{
#if UNITY_WEBGL
Debug.LogError("Cannot use queued sending mode for WebGL");
#else
if (NetworkManager != null && NetworkManager.IsServer)
{
foreach (var targetClient in NetworkManager.Singleton.ConnectedClientsList)
{
SendQueued(targetClient.ClientId);
}
}
else
{
SendQueued(NetworkManager.Singleton.LocalClientId);
}
#endif
}
}
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
byte[] buffer;
if (payload.Offset > 0)
{
// UNET cant handle this, do a copy
if (m_MessageBuffer.Length >= payload.Count)
{
buffer = m_MessageBuffer;
}
else
{
object bufferRef;
if (m_TemporaryBufferReference != null && ((bufferRef = m_TemporaryBufferReference.Target) != null) && ((byte[])bufferRef).Length >= payload.Count)
{
buffer = (byte[])bufferRef;
}
else
{
buffer = new byte[payload.Count];
m_TemporaryBufferReference = new WeakReference(buffer);
}
}
Buffer.BlockCopy(payload.Array, payload.Offset, buffer, 0, payload.Count);
}
else
{
buffer = payload.Array;
}
int channelId = -1;
switch (networkDelivery)
{
case NetworkDelivery.Unreliable:
channelId = m_UnreliableChannelId;
break;
case NetworkDelivery.UnreliableSequenced:
channelId = m_UnreliableSequencedChannelId;
break;
case NetworkDelivery.Reliable:
channelId = m_ReliableChannelId;
break;
case NetworkDelivery.ReliableSequenced:
channelId = m_ReliableSequencedChannelId;
break;
case NetworkDelivery.ReliableFragmentedSequenced:
channelId = m_ReliableFragmentedSequencedChannelId;
break;
}
if (MessageSendMode == SendMode.Queued)
{
#if UNITY_WEBGL
Debug.LogError("Cannot use queued sending mode for WebGL");
#else
UnityEngine.Networking.NetworkTransport.QueueMessageForSending(hostId, connectionId, channelId, buffer, payload.Count, out byte error);
#endif
}
else
{
UnityEngine.Networking.NetworkTransport.Send(hostId, connectionId, channelId, buffer, payload.Count, out byte error);
}
}
#if !UNITY_WEBGL
private void SendQueued(ulong clientId)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
UnityEngine.Networking.NetworkTransport.SendQueuedMessages(hostId, connectionId, out _);
}
#endif
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
var eventType = UnityEngine.Networking.NetworkTransport.Receive(out int hostId, out int connectionId, out _, m_MessageBuffer, m_MessageBuffer.Length, out int receivedSize, out byte error);
clientId = GetNetcodeClientId((byte)hostId, (ushort)connectionId, false);
receiveTime = Time.realtimeSinceStartup;
var networkError = (NetworkError)error;
if (networkError == NetworkError.MessageToLong)
{
byte[] tempBuffer;
if (m_TemporaryBufferReference != null && m_TemporaryBufferReference.IsAlive && ((byte[])m_TemporaryBufferReference.Target).Length >= receivedSize)
{
tempBuffer = (byte[])m_TemporaryBufferReference.Target;
}
else
{
tempBuffer = new byte[receivedSize];
m_TemporaryBufferReference = new WeakReference(tempBuffer);
}
eventType = UnityEngine.Networking.NetworkTransport.Receive(out hostId, out connectionId, out _, tempBuffer, tempBuffer.Length, out receivedSize, out error);
payload = new ArraySegment<byte>(tempBuffer, 0, receivedSize);
}
else
{
payload = new ArraySegment<byte>(m_MessageBuffer, 0, receivedSize);
}
if (networkError == NetworkError.Timeout)
{
// In UNET. Timeouts are not disconnects. We have to translate that here.
eventType = NetworkEventType.DisconnectEvent;
}
// Translate NetworkEventType to NetEventType
switch (eventType)
{
case NetworkEventType.DataEvent:
return NetworkEvent.Data;
case NetworkEventType.ConnectEvent:
return NetworkEvent.Connect;
case NetworkEventType.DisconnectEvent:
return NetworkEvent.Disconnect;
case NetworkEventType.BroadcastEvent:
case NetworkEventType.Nothing:
default:
return NetworkEvent.Nothing;
}
}
public override bool StartClient()
{
m_ServerHostId = UnityEngine.Networking.NetworkTransport.AddHost(new HostTopology(GetConfig(), 1), 0, null);
m_ServerConnectionId = UnityEngine.Networking.NetworkTransport.Connect(m_ServerHostId, ConnectAddress, ConnectPort, 0, out byte error);
return (NetworkError)error == NetworkError.Ok;
}
public override bool StartServer()
{
var topology = new HostTopology(GetConfig(), MaxConnections);
// Undocumented, but AddHost returns -1 in case of any type of failure. See UNET::NetLibraryManager::AddHost
return -1 != UnityEngine.Networking.NetworkTransport.AddHost(topology, ServerListenPort, null);
}
public override void DisconnectRemoteClient(ulong clientId)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
UnityEngine.Networking.NetworkTransport.Disconnect((int)hostId, (int)connectionId, out byte error);
}
public override void DisconnectLocalClient()
{
UnityEngine.Networking.NetworkTransport.Disconnect(m_ServerHostId, m_ServerConnectionId, out byte error);
}
public override ulong GetCurrentRtt(ulong clientId)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
return (ulong)UnityEngine.Networking.NetworkTransport.GetCurrentRTT((int)hostId, (int)connectionId, out byte error);
}
public override void Shutdown()
{
UnityEngine.Networking.NetworkTransport.Shutdown();
}
public override void Initialize(NetworkManager networkManager = null)
{
NetworkManager = networkManager;
m_MessageBuffer = new byte[MessageBufferSize];
UnityEngine.Networking.NetworkTransport.Init();
}
private ulong GetNetcodeClientId(byte hostId, ushort connectionId, bool isServer)
{
if (isServer)
{
return 0;
}
return (connectionId | (ulong)hostId << 16) + 1;
}
private void GetUNetConnectionDetails(ulong clientId, out byte hostId, out ushort connectionId)
{
if (clientId == 0)
{
hostId = (byte)m_ServerHostId;
connectionId = (ushort)m_ServerConnectionId;
}
else
{
hostId = (byte)((clientId - 1) >> 16);
connectionId = (ushort)((clientId - 1));
}
}
private ConnectionConfig GetConfig()
{
var connectionConfig = new ConnectionConfig();
m_UnreliableChannelId = connectionConfig.AddChannel(QosType.Unreliable);
m_UnreliableSequencedChannelId = connectionConfig.AddChannel(QosType.UnreliableSequenced);
m_ReliableChannelId = connectionConfig.AddChannel(QosType.Reliable);
m_ReliableSequencedChannelId = connectionConfig.AddChannel(QosType.ReliableSequenced);
m_ReliableFragmentedSequencedChannelId = connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
connectionConfig.MaxSentMessageQueueSize = (ushort)MaxSentMessageQueueSize;
return connectionConfig;
}
}
}
#pragma warning restore CS1591 // Missing XML comment for publicly visible type or member
#pragma warning restore 618 // restore is obsolete
#endif