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-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
191 lines
8.7 KiB
C#
191 lines
8.7 KiB
C#
using Unity.Netcode.Components;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// NetworkTransform State Update Message
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/// </summary>
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internal struct NetworkTransformMessage : INetworkMessage
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{
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public int Version => 0;
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private const string k_Name = "NetworkTransformMessage";
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internal NetworkTransform NetworkTransform;
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// Only used for DAHost
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internal NetworkTransform.NetworkTransformState State;
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private FastBufferReader m_CurrentReader;
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private unsafe void CopyPayload(ref FastBufferWriter writer)
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{
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writer.WriteBytesSafe(m_CurrentReader.GetUnsafePtrAtCurrentPosition(), m_CurrentReader.Length - m_CurrentReader.Position);
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}
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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if (m_CurrentReader.IsInitialized)
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{
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CopyPayload(ref writer);
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}
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else
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{
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NetworkTransform.SerializeMessage(writer, targetVersion);
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}
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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var networkManager = context.SystemOwner as NetworkManager;
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if (networkManager == null)
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{
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Debug.LogError($"[{nameof(NetworkTransformMessage)}] System owner context was not of type {nameof(NetworkManager)}!");
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return false;
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}
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var currentPosition = reader.Position;
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var networkObjectId = (ulong)0;
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var networkBehaviourId = 0;
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ByteUnpacker.ReadValueBitPacked(reader, out networkObjectId);
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var isSpawnedLocally = networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId);
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// Only defer if the NetworkObject is not spawned yet and the local NetworkManager is not running as a DAHost.
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if (!isSpawnedLocally && !networkManager.DAHost)
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, networkObjectId, reader, ref context, k_Name);
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return false;
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}
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// While the below check and assignment might seem out of place, this is specific to running in DAHost mode when a NetworkObject is
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// hidden from the DAHost but is visible to other clients. Since the DAHost needs to forward updates to the clients, we ignore processing
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// this message locally
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var networkObject = (NetworkObject)null;
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var isServerAuthoritative = false;
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var ownerAuthoritativeServerSide = false;
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// Get the behaviour index
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ByteUnpacker.ReadValueBitPacked(reader, out networkBehaviourId);
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if (isSpawnedLocally)
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{
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networkObject = networkManager.SpawnManager.SpawnedObjects[networkObjectId];
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// Get the target NetworkTransform
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NetworkTransform = networkObject.ChildNetworkBehaviours[networkBehaviourId] as NetworkTransform;
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isServerAuthoritative = NetworkTransform.IsServerAuthoritative();
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ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer;
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reader.ReadNetworkSerializableInPlace(ref NetworkTransform.InboundState);
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}
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else
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{
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// Deserialize the state
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reader.ReadNetworkSerializableInPlace(ref State);
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}
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unsafe
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{
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if (ownerAuthoritativeServerSide)
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{
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var targetCount = 1;
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if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out targetCount);
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}
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var targetIds = stackalloc ulong[targetCount];
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if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
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{
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var targetId = (ulong)0;
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for (int i = 0; i < targetCount; i++)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out targetId);
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targetIds[i] = targetId;
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}
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if (!isSpawnedLocally)
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{
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// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message
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ownerAuthoritativeServerSide = networkManager.DAHost && !isSpawnedLocally;
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}
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}
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var ownerClientId = (ulong)0;
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if (networkObject != null)
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{
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ownerClientId = networkObject.OwnerClientId;
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if (ownerClientId == NetworkManager.ServerClientId)
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{
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// Ownership must have changed, ignore any additional pending messages that might have
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// come from a previous owner client.
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return true;
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}
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}
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else if (networkManager.DAHost)
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{
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// Specific to distributed authority mode, the only sender of state updates will be the owner
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ownerClientId = context.SenderId;
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}
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var networkDelivery = State.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced;
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// Forward the state update if there are any remote clients to foward it to
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if (networkManager.ConnectionManager.ConnectedClientsList.Count > (networkManager.IsHost ? 2 : 1))
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{
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var clientCount = networkManager.DistributedAuthorityMode ? targetCount : networkManager.ConnectionManager.ConnectedClientsList.Count;
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if (clientCount == 0)
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{
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return true;
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}
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// This is only to copy the existing and already serialized struct for forwarding purposes only.
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// This will not include any changes made to this struct at this particular stage of processing the message.
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var currentMessage = this;
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// Create a new reader that replicates this message
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currentMessage.m_CurrentReader = new FastBufferReader(reader, Collections.Allocator.None);
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// Rewind the new reader to the beginning of the message's payload
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currentMessage.m_CurrentReader.Seek(currentPosition);
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// Forward the message to all connected clients that are observers of the associated NetworkObject
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for (int i = 0; i < clientCount; i++)
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{
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var clientId = networkManager.DistributedAuthorityMode ? targetIds[i] : networkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
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if (NetworkManager.ServerClientId == clientId || (!isServerAuthoritative && clientId == ownerClientId) ||
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(!networkManager.DistributedAuthorityMode && !networkObject.Observers.Contains(clientId)))
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{
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continue;
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}
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networkManager.MessageManager.SendMessage(ref currentMessage, networkDelivery, clientId);
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}
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// Dispose of the reader used for forwarding
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currentMessage.m_CurrentReader.Dispose();
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}
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}
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}
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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var networkManager = context.SystemOwner as NetworkManager;
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// Only if the local NetworkManager instance is running as the DAHost we just exit if there is no local
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// NetworkTransform component to apply the state update to (i.e. it is hidden from the DAHost and it
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// just forwarded the state update to any other connected client)
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if (networkManager.DAHost && NetworkTransform == null)
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{
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return;
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}
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if (NetworkTransform == null)
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{
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Debug.LogError($"[{nameof(NetworkTransformMessage)}][Dropped] Reciever {nameof(NetworkTransform)} was not set!");
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return;
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}
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NetworkTransform.TransformStateUpdate(context.SenderId);
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}
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}
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}
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