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). ## [1.0.0-pre.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
173 lines
6.0 KiB
C#
173 lines
6.0 KiB
C#
using System;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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namespace Unity.Netcode
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{
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internal struct SnapshotDataMessage : INetworkMessage
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{
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public int CurrentTick;
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public ushort Sequence;
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public ushort Range;
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public byte[] SendMainBuffer;
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public NativeArray<byte> ReceiveMainBuffer;
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public struct AckData
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{
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public ushort LastReceivedSequence;
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public ushort ReceivedSequenceMask;
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}
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public AckData Ack;
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public struct EntryData
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{
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public ulong NetworkObjectId;
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public ushort BehaviourIndex;
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public ushort VariableIndex;
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public int TickWritten;
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public ushort Position;
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public ushort Length;
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}
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public NativeList<EntryData> Entries;
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public struct SpawnData
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{
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public ulong NetworkObjectId;
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public uint Hash;
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public bool IsSceneObject;
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public bool IsPlayerObject;
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public ulong OwnerClientId;
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public ulong ParentNetworkId;
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Scale;
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public int TickWritten;
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}
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public NativeList<SpawnData> Spawns;
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public struct DespawnData
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{
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public ulong NetworkObjectId;
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public int TickWritten;
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}
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public NativeList<DespawnData> Despawns;
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public unsafe void Serialize(FastBufferWriter writer)
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{
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if (!writer.TryBeginWrite(
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FastBufferWriter.GetWriteSize(CurrentTick) +
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FastBufferWriter.GetWriteSize(Sequence) +
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FastBufferWriter.GetWriteSize(Range) + Range +
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FastBufferWriter.GetWriteSize(Ack) +
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FastBufferWriter.GetWriteSize<ushort>() +
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Entries.Length * sizeof(EntryData) +
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FastBufferWriter.GetWriteSize<ushort>() +
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Spawns.Length * sizeof(SpawnData) +
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FastBufferWriter.GetWriteSize<ushort>() +
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Despawns.Length * sizeof(DespawnData)
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))
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{
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Entries.Dispose();
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Spawns.Dispose();
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Despawns.Dispose();
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throw new OverflowException($"Not enough space to serialize {nameof(SnapshotDataMessage)}");
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}
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writer.WriteValue(CurrentTick);
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writer.WriteValue(Sequence);
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writer.WriteValue(Range);
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writer.WriteBytes(SendMainBuffer, Range);
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writer.WriteValue(Ack);
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writer.WriteValue((ushort)Entries.Length);
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writer.WriteBytes((byte*)Entries.GetUnsafePtr(), Entries.Length * sizeof(EntryData));
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writer.WriteValue((ushort)Spawns.Length);
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writer.WriteBytes((byte*)Spawns.GetUnsafePtr(), Spawns.Length * sizeof(SpawnData));
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writer.WriteValue((ushort)Despawns.Length);
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writer.WriteBytes((byte*)Despawns.GetUnsafePtr(), Despawns.Length * sizeof(DespawnData));
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Entries.Dispose();
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Spawns.Dispose();
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Despawns.Dispose();
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}
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public static unsafe void Receive(FastBufferReader reader, in NetworkContext context)
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{
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var message = new SnapshotDataMessage();
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if (!reader.TryBeginRead(
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FastBufferWriter.GetWriteSize(message.CurrentTick) +
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FastBufferWriter.GetWriteSize(message.Sequence) +
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FastBufferWriter.GetWriteSize(message.Range)
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))
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{
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throw new OverflowException($"Not enough space to deserialize {nameof(SnapshotDataMessage)}");
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}
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reader.ReadValue(out message.CurrentTick);
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reader.ReadValue(out message.Sequence);
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reader.ReadValue(out message.Range);
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message.ReceiveMainBuffer = new NativeArray<byte>(message.Range, Allocator.Temp);
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reader.ReadBytesSafe((byte*)message.ReceiveMainBuffer.GetUnsafePtr(), message.Range);
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reader.ReadValueSafe(out message.Ack);
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reader.ReadValueSafe(out ushort length);
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message.Entries = new NativeList<EntryData>(length, Allocator.Temp);
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message.Entries.Length = length;
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reader.ReadBytesSafe((byte*)message.Entries.GetUnsafePtr(), message.Entries.Length * sizeof(EntryData));
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reader.ReadValueSafe(out length);
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message.Spawns = new NativeList<SpawnData>(length, Allocator.Temp);
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message.Spawns.Length = length;
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reader.ReadBytesSafe((byte*)message.Spawns.GetUnsafePtr(), message.Spawns.Length * sizeof(SpawnData));
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reader.ReadValueSafe(out length);
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message.Despawns = new NativeList<DespawnData>(length, Allocator.Temp);
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message.Despawns.Length = length;
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reader.ReadBytesSafe((byte*)message.Despawns.GetUnsafePtr(), message.Despawns.Length * sizeof(DespawnData));
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using (message.ReceiveMainBuffer)
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using (message.Entries)
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using (message.Spawns)
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using (message.Despawns)
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{
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message.Handle(context.SenderId, context.SystemOwner);
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}
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}
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public void Handle(ulong senderId, object systemOwner)
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{
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if (systemOwner is NetworkManager)
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{
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var networkManager = (NetworkManager)systemOwner;
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// todo: temporary hack around bug
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if (!networkManager.IsServer)
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{
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senderId = networkManager.ServerClientId;
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}
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var snapshotSystem = networkManager.SnapshotSystem;
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snapshotSystem.HandleSnapshot(senderId, this);
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}
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else
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{
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var ownerData = (Tuple<SnapshotSystem, ulong>)systemOwner;
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var snapshotSystem = ownerData.Item1;
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snapshotSystem.HandleSnapshot(ownerData.Item2, this);
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return;
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}
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}
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}
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}
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