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com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs
Unity Technologies 48c6a6121c com.unity.netcode.gameobjects@2.0.0
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).

## [2.0.0] - 2024-09-12

### Added

- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)

### Fixed

- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)

### Changed

- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed  when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
2024-09-12 00:00:00 +00:00

444 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// The manager class to manage custom messages, note that this is different from the NetworkManager custom messages.
/// These are named and are much easier to use.
/// </summary>
public class CustomMessagingManager
{
private readonly NetworkManager m_NetworkManager;
internal CustomMessagingManager(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
}
/// <summary>
/// Delegate used for incoming unnamed messages
/// </summary>
/// <param name="clientId">The clientId that sent the message</param>
/// <param name="reader">The stream containing the message data</param>
public delegate void UnnamedMessageDelegate(ulong clientId, FastBufferReader reader);
/// <summary>
/// Event invoked when unnamed messages arrive
/// </summary>
public event UnnamedMessageDelegate OnUnnamedMessage;
internal void InvokeUnnamedMessage(ulong clientId, FastBufferReader reader, int serializedHeaderSize)
{
if (OnUnnamedMessage != null)
{
var pos = reader.Position;
var delegates = OnUnnamedMessage.GetInvocationList();
foreach (var handler in delegates)
{
reader.Seek(pos);
((UnnamedMessageDelegate)handler).Invoke(clientId, reader);
}
}
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length + serializedHeaderSize);
}
/// <summary>
/// Sends unnamed message to all clients
/// </summary>
/// <param name="messageBuffer">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessageToAll(FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
SendUnnamedMessage(m_NetworkManager.ConnectedClientsIds, messageBuffer, networkDelivery);
}
/// <summary>
/// Sends unnamed message to a list of clients
/// </summary>
/// <param name="clientIds">The clients to send to, sends to everyone if null</param>
/// <param name="messageBuffer">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (clientIds == null)
{
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List!");
}
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
{
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
{
Debug.LogError("Clients cannot send unnamed messages to other clients!");
return;
}
else if (clientIds.Count == 1)
{
SendUnnamedMessage(clientIds[0], messageBuffer, networkDelivery);
}
}
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
{
if (clientIds.Count > 1)
{
Debug.LogError("Sending an unnamed message to multiple clients is not yet supported in distributed authority.");
return;
}
}
if (clientIds.Count == 0)
{
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send to.");
return;
}
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
if (m_NetworkManager.IsHost)
{
for (var i = 0; i < clientIds.Count; ++i)
{
if (clientIds[i] == m_NetworkManager.LocalClientId)
{
InvokeUnnamedMessage(
m_NetworkManager.LocalClientId,
new FastBufferReader(messageBuffer, Allocator.None),
0
);
}
}
}
var message = new UnnamedMessage
{
SendData = messageBuffer
};
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientIds, size);
}
}
/// <summary>
/// Sends a unnamed message to a specific client
/// </summary>
/// <param name="clientId">The client to send the message to</param>
/// <param name="messageBuffer">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
if (m_NetworkManager.IsHost)
{
if (clientId == m_NetworkManager.LocalClientId)
{
InvokeUnnamedMessage(
m_NetworkManager.LocalClientId,
new FastBufferReader(messageBuffer, Allocator.None),
0
);
return;
}
}
var message = new UnnamedMessage
{
SendData = messageBuffer
};
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientId, size);
}
}
/// <summary>
/// Delegate used to handle named messages
/// </summary>
public delegate void HandleNamedMessageDelegate(ulong senderClientId, FastBufferReader messagePayload);
private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers32 = new Dictionary<ulong, HandleNamedMessageDelegate>();
private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers64 = new Dictionary<ulong, HandleNamedMessageDelegate>();
private Dictionary<ulong, string> m_MessageHandlerNameLookup32 = new Dictionary<ulong, string>();
private Dictionary<ulong, string> m_MessageHandlerNameLookup64 = new Dictionary<ulong, string>();
internal void InvokeNamedMessage(ulong hash, ulong sender, FastBufferReader reader, int serializedHeaderSize)
{
var bytesCount = reader.Length + serializedHeaderSize;
if (m_NetworkManager == null)
{
// We dont know what size to use. Try every (more collision prone)
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
}
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
}
}
else
{
// Only check the right size.
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
case HashSize.VarIntFourBytes:
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
}
break;
case HashSize.VarIntEightBytes:
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
}
break;
}
}
}
/// <summary>
/// Registers a named message handler delegate.
/// </summary>
/// <param name="name">Name of the message.</param>
/// <param name="callback">The callback to run when a named message is received.</param>
public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback)
{
if (string.IsNullOrEmpty(name))
{
if (m_NetworkManager.LogLevel <= LogLevel.Error)
{
Debug.LogError($"[{nameof(RegisterNamedMessageHandler)}] Cannot register a named message of type null or empty!");
}
return;
}
var hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name);
if (m_NetworkManager.LogLevel <= LogLevel.Developer)
{
if (m_MessageHandlerNameLookup32.ContainsKey(hash32) || m_MessageHandlerNameLookup64.ContainsKey(hash64))
{
Debug.LogWarning($"Registering {name} named message over existing registration! Your previous registration's callback is being overwritten!");
}
}
m_NamedMessageHandlers32[hash32] = callback;
m_NamedMessageHandlers64[hash64] = callback;
m_MessageHandlerNameLookup32[hash32] = name;
m_MessageHandlerNameLookup64[hash64] = name;
}
/// <summary>
/// Unregisters a named message handler.
/// </summary>
/// <param name="name">The name of the message.</param>
public void UnregisterNamedMessageHandler(string name)
{
if (string.IsNullOrEmpty(name))
{
if (m_NetworkManager.LogLevel <= LogLevel.Error)
{
Debug.LogError($"[{nameof(UnregisterNamedMessageHandler)}] Cannot unregister a named message of type null or empty!");
}
return;
}
var hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name);
m_NamedMessageHandlers32.Remove(hash32);
m_NamedMessageHandlers64.Remove(hash64);
m_MessageHandlerNameLookup32.Remove(hash32);
m_MessageHandlerNameLookup64.Remove(hash64);
}
/// <summary>
/// Sends a named message to all clients
/// </summary>
/// <param name="messageName">The message name to send</param>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessageToAll(string messageName, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
SendNamedMessage(messageName, m_NetworkManager.ConnectedClientsIds, messageStream, networkDelivery);
}
/// <summary>
/// Sends a named message
/// </summary>
/// <param name="messageName">The message name to send</param>
/// <param name="clientId">The client to send the message to</param>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
case HashSize.VarIntFourBytes:
hash = XXHash.Hash32(messageName);
break;
case HashSize.VarIntEightBytes:
hash = XXHash.Hash64(messageName);
break;
}
if (m_NetworkManager.IsHost)
{
if (clientId == m_NetworkManager.LocalClientId)
{
InvokeNamedMessage(
hash,
m_NetworkManager.LocalClientId,
new FastBufferReader(messageStream, Allocator.None),
0
);
return;
}
}
var message = new NamedMessage
{
Hash = hash,
SendData = messageStream,
};
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientId, messageName, size);
}
}
/// <summary>
/// Sends the named message
/// </summary>
/// <param name="messageName">The message name to send</param>
/// <param name="clientIds">The clients to send to</param>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (clientIds == null)
{
throw new ArgumentNullException(nameof(clientIds), "Client list is null! You must pass in a valid clientId list to send a named message.");
}
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
{
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
{
Debug.LogError("Clients cannot send named messages to other clients!");
return;
}
else if (clientIds.Count == 1)
{
SendNamedMessage(messageName, clientIds[0], messageStream, networkDelivery);
return;
}
}
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
{
if (clientIds.Count > 1)
{
Debug.LogError("Sending a named message to multiple clients is not yet supported in distributed authority.");
return;
}
}
if (clientIds.Count == 0)
{
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send the named message {messageName} to!");
return;
}
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
case HashSize.VarIntFourBytes:
hash = XXHash.Hash32(messageName);
break;
case HashSize.VarIntEightBytes:
hash = XXHash.Hash64(messageName);
break;
}
if (m_NetworkManager.IsHost)
{
for (var i = 0; i < clientIds.Count; ++i)
{
if (clientIds[i] == m_NetworkManager.LocalClientId)
{
InvokeNamedMessage(
hash,
m_NetworkManager.LocalClientId,
new FastBufferReader(messageStream, Allocator.None),
0
);
}
}
}
var message = new NamedMessage
{
Hash = hash,
SendData = messageStream
};
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
}
}
/// <summary>
/// Validate the size of the message. If it's a non-fragmented delivery type the message must fit within the
/// max allowed size with headers also subtracted. Named messages also include the hash
/// of the name string. Only validates in editor and development builds.
/// </summary>
/// <param name="messageStream">The named message payload</param>
/// <param name="networkDelivery">Delivery method</param>
/// <param name="isNamed">Is the message named (or unnamed)</param>
/// <exception cref="OverflowException">Exception thrown in case validation fails</exception>
private unsafe void ValidateMessageSize(FastBufferWriter messageStream, NetworkDelivery networkDelivery, bool isNamed)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
var maxNonFragmentedSize = m_NetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
if (isNamed)
{
maxNonFragmentedSize -= sizeof(ulong); // MessageName hash
}
if (networkDelivery != NetworkDelivery.ReliableFragmentedSequenced
&& messageStream.Length > maxNonFragmentedSize)
{
throw new OverflowException($"Given message size ({messageStream.Length} bytes) is greater than " +
$"the maximum allowed for the selected delivery method ({maxNonFragmentedSize} bytes). Try using " +
$"ReliableFragmentedSequenced delivery method instead.");
}
#endif
}
}
}