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com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs
Unity Technologies 4d70c198bd com.unity.netcode.gameobjects@1.5.1
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)
2023-06-07 00:00:00 +00:00

346 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// The manager class to manage custom messages, note that this is different from the NetworkManager custom messages.
/// These are named and are much easier to use.
/// </summary>
public class CustomMessagingManager
{
private readonly NetworkManager m_NetworkManager;
internal CustomMessagingManager(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
}
/// <summary>
/// Delegate used for incoming unnamed messages
/// </summary>
/// <param name="clientId">The clientId that sent the message</param>
/// <param name="reader">The stream containing the message data</param>
public delegate void UnnamedMessageDelegate(ulong clientId, FastBufferReader reader);
/// <summary>
/// Event invoked when unnamed messages arrive
/// </summary>
public event UnnamedMessageDelegate OnUnnamedMessage;
internal void InvokeUnnamedMessage(ulong clientId, FastBufferReader reader, int serializedHeaderSize)
{
if (OnUnnamedMessage != null)
{
var pos = reader.Position;
var delegates = OnUnnamedMessage.GetInvocationList();
foreach (var handler in delegates)
{
reader.Seek(pos);
((UnnamedMessageDelegate)handler).Invoke(clientId, reader);
}
}
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length + serializedHeaderSize);
}
/// <summary>
/// Sends unnamed message to all clients
/// </summary>
/// <param name="messageBuffer">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessageToAll(FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
SendUnnamedMessage(m_NetworkManager.ConnectedClientsIds, messageBuffer, networkDelivery);
}
/// <summary>
/// Sends unnamed message to a list of clients
/// </summary>
/// <param name="clientIds">The clients to send to, sends to everyone if null</param>
/// <param name="messageBuffer">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (!m_NetworkManager.IsServer)
{
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
}
if (clientIds == null)
{
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
}
if (m_NetworkManager.IsHost)
{
for (var i = 0; i < clientIds.Count; ++i)
{
if (clientIds[i] == m_NetworkManager.LocalClientId)
{
InvokeUnnamedMessage(
m_NetworkManager.LocalClientId,
new FastBufferReader(messageBuffer, Allocator.None),
0
);
}
}
}
var message = new UnnamedMessage
{
SendData = messageBuffer
};
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientIds, size);
}
}
/// <summary>
/// Sends a unnamed message to a specific client
/// </summary>
/// <param name="clientId">The client to send the message to</param>
/// <param name="messageBuffer">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (m_NetworkManager.IsHost)
{
if (clientId == m_NetworkManager.LocalClientId)
{
InvokeUnnamedMessage(
m_NetworkManager.LocalClientId,
new FastBufferReader(messageBuffer, Allocator.None),
0
);
return;
}
}
var message = new UnnamedMessage
{
SendData = messageBuffer
};
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientId, size);
}
}
/// <summary>
/// Delegate used to handle named messages
/// </summary>
public delegate void HandleNamedMessageDelegate(ulong senderClientId, FastBufferReader messagePayload);
private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers32 = new Dictionary<ulong, HandleNamedMessageDelegate>();
private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers64 = new Dictionary<ulong, HandleNamedMessageDelegate>();
private Dictionary<ulong, string> m_MessageHandlerNameLookup32 = new Dictionary<ulong, string>();
private Dictionary<ulong, string> m_MessageHandlerNameLookup64 = new Dictionary<ulong, string>();
internal void InvokeNamedMessage(ulong hash, ulong sender, FastBufferReader reader, int serializedHeaderSize)
{
var bytesCount = reader.Length + serializedHeaderSize;
if (m_NetworkManager == null)
{
// We dont know what size to use. Try every (more collision prone)
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup32[hash];
messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
}
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup64[hash];
messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
}
}
else
{
// Only check the right size.
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
case HashSize.VarIntFourBytes:
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup32[hash];
messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
}
break;
case HashSize.VarIntEightBytes:
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup64[hash];
messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
}
break;
}
}
}
/// <summary>
/// Registers a named message handler delegate.
/// </summary>
/// <param name="name">Name of the message.</param>
/// <param name="callback">The callback to run when a named message is received.</param>
public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback)
{
var hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name);
m_NamedMessageHandlers32[hash32] = callback;
m_NamedMessageHandlers64[hash64] = callback;
m_MessageHandlerNameLookup32[hash32] = name;
m_MessageHandlerNameLookup64[hash64] = name;
}
/// <summary>
/// Unregisters a named message handler.
/// </summary>
/// <param name="name">The name of the message.</param>
public void UnregisterNamedMessageHandler(string name)
{
var hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name);
m_NamedMessageHandlers32.Remove(hash32);
m_NamedMessageHandlers64.Remove(hash64);
m_MessageHandlerNameLookup32.Remove(hash32);
m_MessageHandlerNameLookup64.Remove(hash64);
}
/// <summary>
/// Sends a named message to all clients
/// </summary>
/// <param name="messageName">The message name to send</param>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessageToAll(string messageName, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
SendNamedMessage(messageName, m_NetworkManager.ConnectedClientsIds, messageStream, networkDelivery);
}
/// <summary>
/// Sends a named message
/// </summary>
/// <param name="messageName">The message name to send</param>
/// <param name="clientId">The client to send the message to</param>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
case HashSize.VarIntFourBytes:
hash = XXHash.Hash32(messageName);
break;
case HashSize.VarIntEightBytes:
hash = XXHash.Hash64(messageName);
break;
}
if (m_NetworkManager.IsHost)
{
if (clientId == m_NetworkManager.LocalClientId)
{
InvokeNamedMessage(
hash,
m_NetworkManager.LocalClientId,
new FastBufferReader(messageStream, Allocator.None),
0
);
return;
}
}
var message = new NamedMessage
{
Hash = hash,
SendData = messageStream,
};
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientId, messageName, size);
}
}
/// <summary>
/// Sends the named message
/// </summary>
/// <param name="messageName">The message name to send</param>
/// <param name="clientIds">The clients to send to</param>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (!m_NetworkManager.IsServer)
{
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
}
if (clientIds == null)
{
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
}
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
case HashSize.VarIntFourBytes:
hash = XXHash.Hash32(messageName);
break;
case HashSize.VarIntEightBytes:
hash = XXHash.Hash64(messageName);
break;
}
if (m_NetworkManager.IsHost)
{
for (var i = 0; i < clientIds.Count; ++i)
{
if (clientIds[i] == m_NetworkManager.LocalClientId)
{
InvokeNamedMessage(
hash,
m_NetworkManager.LocalClientId,
new FastBufferReader(messageStream, Allocator.None),
0
);
}
}
}
var message = new NamedMessage
{
Hash = hash,
SendData = messageStream
};
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
}
}
}
}