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.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
116 lines
3.8 KiB
C#
116 lines
3.8 KiB
C#
using System;
|
|
using Unity.Collections;
|
|
using Unity.Collections.LowLevel.Unsafe;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// This is a simple resizable bit vector - i.e., a list of flags that use 1 bit each and can
|
|
/// grow to an indefinite size. This is backed by a NativeList<byte> instead of a single
|
|
/// integer value, allowing it to contain any size of memory. Contains built-in serialization support.
|
|
/// </summary>
|
|
internal struct ResizableBitVector : INetworkSerializable, IDisposable
|
|
{
|
|
private NativeList<byte> m_Bits;
|
|
private const int k_Divisor = sizeof(byte) * 8;
|
|
|
|
public ResizableBitVector(Allocator allocator)
|
|
{
|
|
m_Bits = new NativeList<byte>(allocator);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
m_Bits.Dispose();
|
|
}
|
|
|
|
public int GetSerializedSize()
|
|
{
|
|
return sizeof(int) + m_Bits.Length;
|
|
}
|
|
|
|
private (int, int) GetBitData(int i)
|
|
{
|
|
var index = i / k_Divisor;
|
|
var bitWithinIndex = i % k_Divisor;
|
|
return (index, bitWithinIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set bit 'i' - i.e., bit 0 is 00000001, bit 1 is 00000010, and so on.
|
|
/// There is no upper bound on i except for the memory available in the system.
|
|
/// </summary>
|
|
/// <param name="i"></param>
|
|
public void Set(int i)
|
|
{
|
|
var (index, bitWithinIndex) = GetBitData(i);
|
|
if (index >= m_Bits.Length)
|
|
{
|
|
m_Bits.Resize(index + 1, NativeArrayOptions.ClearMemory);
|
|
}
|
|
|
|
m_Bits[index] |= (byte)(1 << bitWithinIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unset bit 'i' - i.e., bit 0 is 00000001, bit 1 is 00000010, and so on.
|
|
/// There is no upper bound on i except for the memory available in the system.
|
|
/// Note that once a BitVector has grown to a certain size, it will not shrink back down,
|
|
/// so if you set and unset every bit, it will still serialize at its high watermark size.
|
|
/// </summary>
|
|
/// <param name="i"></param>
|
|
public void Unset(int i)
|
|
{
|
|
var (index, bitWithinIndex) = GetBitData(i);
|
|
if (index >= m_Bits.Length)
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_Bits[index] &= (byte)~(1 << bitWithinIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if bit 'i' is set - i.e., bit 0 is 00000001, bit 1 is 00000010, and so on.
|
|
/// There is no upper bound on i except for the memory available in the system.
|
|
/// </summary>
|
|
/// <param name="i"></param>
|
|
public bool IsSet(int i)
|
|
{
|
|
var (index, bitWithinIndex) = GetBitData(i);
|
|
if (index >= m_Bits.Length)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return (m_Bits[index] & (byte)(1 << bitWithinIndex)) != 0;
|
|
}
|
|
|
|
public unsafe void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
|
{
|
|
var length = m_Bits.Length;
|
|
serializer.SerializeValue(ref length);
|
|
m_Bits.ResizeUninitialized(length);
|
|
var ptr = m_Bits.GetUnsafePtr();
|
|
{
|
|
if (serializer.IsReader)
|
|
{
|
|
#if UTP_TRANSPORT_2_0_ABOVE
|
|
serializer.GetFastBufferReader().ReadBytesSafe(ptr, length);
|
|
#else
|
|
serializer.GetFastBufferReader().ReadBytesSafe((byte*)ptr, length);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
#if UTP_TRANSPORT_2_0_ABOVE
|
|
serializer.GetFastBufferWriter().WriteBytesSafe(ptr, length);
|
|
#else
|
|
serializer.GetFastBufferWriter().WriteBytesSafe((byte*)ptr, length);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|