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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
137 lines
5.1 KiB
C#
137 lines
5.1 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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using Unity.CompilationPipeline.Common.Diagnostics;
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using Unity.CompilationPipeline.Common.ILPostProcessing;
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using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
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namespace Unity.Netcode.Editor.CodeGen
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{
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internal sealed class RuntimeAccessModifiersILPP : ILPPInterface
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{
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public override ILPPInterface GetInstance() => this;
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public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName;
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private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
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public override ILPostProcessResult Process(ICompiledAssembly compiledAssembly)
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{
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if (!WillProcess(compiledAssembly))
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{
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return null;
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}
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m_Diagnostics.Clear();
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// read
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var assemblyDefinition = CodeGenHelpers.AssemblyDefinitionFor(compiledAssembly, out var unused);
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if (assemblyDefinition == null)
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{
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m_Diagnostics.AddError($"Cannot read Netcode Runtime assembly definition: {compiledAssembly.Name}");
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return null;
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}
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// process
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var mainModule = assemblyDefinition.MainModule;
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if (mainModule != null)
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{
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foreach (var typeDefinition in mainModule.Types)
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{
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if (!typeDefinition.IsClass)
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{
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continue;
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}
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switch (typeDefinition.Name)
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{
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case nameof(NetworkManager):
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ProcessNetworkManager(typeDefinition, compiledAssembly.Defines);
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break;
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case nameof(NetworkBehaviour):
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ProcessNetworkBehaviour(typeDefinition);
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break;
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case nameof(__RpcParams):
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typeDefinition.IsPublic = true;
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break;
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}
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}
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}
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else
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{
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m_Diagnostics.AddError($"Cannot get main module from Netcode Runtime assembly definition: {compiledAssembly.Name}");
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}
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// write
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var pe = new MemoryStream();
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var pdb = new MemoryStream();
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var writerParameters = new WriterParameters
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{
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SymbolWriterProvider = new PortablePdbWriterProvider(),
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SymbolStream = pdb,
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WriteSymbols = true
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};
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assemblyDefinition.Write(pe, writerParameters);
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return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics);
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}
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private void ProcessNetworkManager(TypeDefinition typeDefinition, string[] assemblyDefines)
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{
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foreach (var fieldDefinition in typeDefinition.Fields)
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{
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if (fieldDefinition.Name == nameof(NetworkManager.__rpc_func_table))
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{
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fieldDefinition.IsPublic = true;
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}
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if (fieldDefinition.Name == nameof(NetworkManager.RpcReceiveHandler))
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{
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fieldDefinition.IsPublic = true;
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}
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if (fieldDefinition.Name == nameof(NetworkManager.__rpc_name_table))
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{
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fieldDefinition.IsPublic = true;
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}
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}
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}
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private void ProcessNetworkBehaviour(TypeDefinition typeDefinition)
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{
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foreach (var nestedType in typeDefinition.NestedTypes)
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{
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if (nestedType.Name == nameof(NetworkBehaviour.__RpcExecStage))
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{
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nestedType.IsNestedFamily = true;
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}
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}
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foreach (var fieldDefinition in typeDefinition.Fields)
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{
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if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage) || fieldDefinition.Name == nameof(NetworkBehaviour.NetworkVariableFields))
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{
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fieldDefinition.IsFamily = true;
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}
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}
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foreach (var methodDefinition in typeDefinition.Methods)
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{
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if (methodDefinition.Name == nameof(NetworkBehaviour.__beginSendServerRpc) ||
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methodDefinition.Name == nameof(NetworkBehaviour.__endSendServerRpc) ||
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methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) ||
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methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc) ||
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methodDefinition.Name == nameof(NetworkBehaviour.__initializeVariables) ||
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methodDefinition.Name == nameof(NetworkBehaviour.__nameNetworkVariable) ||
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methodDefinition.Name == nameof(NetworkBehaviour.__createNativeList))
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{
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methodDefinition.IsFamily = true;
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}
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}
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}
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}
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}
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