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)
160 lines
6.8 KiB
C#
160 lines
6.8 KiB
C#
using UnityEngine;
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namespace Unity.Netcode
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{
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internal struct ParentSyncMessage : INetworkMessage
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{
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public int Version => 0;
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private const string k_Name = "DestroyObjectMessage";
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public ulong NetworkObjectId;
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private byte m_BitField;
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public bool WorldPositionStays
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{
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get => ByteUtility.GetBit(m_BitField, 0);
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set => ByteUtility.SetBit(ref m_BitField, 0, value);
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}
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//If(Metadata.IsReparented)
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public bool IsLatestParentSet
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{
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get => ByteUtility.GetBit(m_BitField, 1);
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set => ByteUtility.SetBit(ref m_BitField, 1, value);
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}
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//If(IsLatestParentSet)
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public ulong? LatestParent;
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// Is set when the parent should be removed (similar to IsReparented functionality but only for removing the parent)
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public bool RemoveParent
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{
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get => ByteUtility.GetBit(m_BitField, 2);
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set => ByteUtility.SetBit(ref m_BitField, 2, value);
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}
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public bool AuthorityApplied
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{
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get => ByteUtility.GetBit(m_BitField, 3);
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set => ByteUtility.SetBit(ref m_BitField, 3, value);
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}
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// These additional properties are used to synchronize clients with the current position,
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// rotation, and scale after parenting/de-parenting (world/local space relative). This
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// allows users to control the final child's transform values without having to have a
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// NetworkTransform component on the child. (i.e. picking something up)
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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 void Serialize(FastBufferWriter writer, int targetVersion)
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{
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BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
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writer.WriteValueSafe(m_BitField);
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if (!RemoveParent)
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{
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if (IsLatestParentSet)
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{
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BytePacker.WriteValueBitPacked(writer, LatestParent.Value);
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}
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}
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// Whether parenting or removing a parent, we always update the position, rotation, and scale
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writer.WriteValueSafe(Position);
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writer.WriteValueSafe(Rotation);
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writer.WriteValueSafe(Scale);
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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 = (NetworkManager)context.SystemOwner;
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if (!networkManager.IsClient)
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{
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return false;
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}
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ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
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reader.ReadValueSafe(out m_BitField);
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if (!RemoveParent)
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{
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if (IsLatestParentSet)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out ulong latestParent);
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LatestParent = latestParent;
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}
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}
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// Whether parenting or removing a parent, we always update the position, rotation, and scale
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reader.ReadValueSafe(out Position);
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reader.ReadValueSafe(out Rotation);
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reader.ReadValueSafe(out Scale);
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// If the target NetworkObject does not exist =or= the target latest parent does not exist then defer the message
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if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId) || (LatestParent.HasValue && !networkManager.SpawnManager.SpawnedObjects.ContainsKey(LatestParent.Value)))
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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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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 = (NetworkManager)context.SystemOwner;
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var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
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// For either DA or Client-Server modes, parenting is only valid if the parent was owned by a different authority (i.e. AuthorityApplied) or the sender is from the owner (DA mode)
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// or the server (client-server mode).
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networkObject.AuthorityAppliedParenting = AuthorityApplied || context.SenderId == networkObject.OwnerClientId || context.SenderId == NetworkManager.ServerClientId;
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if (!networkObject.AuthorityAppliedParenting && networkManager.LogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarningServer($"Client-{context.SenderId} sent a ParentSyncMessage but is not the authority of {networkObject.gameObject.name}'s {nameof(NetworkObject)} component!");
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// DANGO-TODO: Still determining if we should not apply this change (I am leaning towards not allowing it).
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}
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networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
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networkObject.ApplyNetworkParenting(RemoveParent);
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// We set all of the transform values after parenting as they are
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// the values of the server-side post-parenting transform values
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if (!WorldPositionStays)
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{
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networkObject.transform.localPosition = Position;
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networkObject.transform.localRotation = Rotation;
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}
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else
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{
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networkObject.transform.position = Position;
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networkObject.transform.rotation = Rotation;
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}
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networkObject.transform.localScale = Scale;
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// If in distributed authority mode and we are running a DAHost and this is the DAHost, then forward the parent changed message to any remaining clients
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if (networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost)
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{
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var size = 0;
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var message = this;
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foreach (var client in networkManager.ConnectedClients)
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{
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if (client.Value.ClientId == networkObject.OwnerClientId || client.Value.ClientId == networkManager.LocalClientId)
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{
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continue;
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}
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if (networkObject.IsNetworkVisibleTo(client.Value.ClientId))
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{
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size = networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
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networkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
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}
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else
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{
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Debug.Log($"[DAHost][ParentingProxy] Client-{client.Value.ClientId} has no visibility to {networkObject.name}!");
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}
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}
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}
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}
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}
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}
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