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)
242 lines
12 KiB
C#
242 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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namespace Unity.Netcode
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{
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/// <summary>
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/// This particular struct is a little weird because it doesn't actually contain the data
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/// it's serializing. Instead, it contains references to the data it needs to do the
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/// serialization. This is due to the generally amorphous nature of network variable
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/// deltas, since they're all driven by custom virtual method overloads.
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/// </summary>
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internal struct NetworkVariableDeltaMessage : INetworkMessage
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{
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public int Version => 0;
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public ulong NetworkObjectId;
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public ushort NetworkBehaviourIndex;
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public HashSet<int> DeliveryMappedNetworkVariableIndex;
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public ulong TargetClientId;
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public NetworkBehaviour NetworkBehaviour;
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private FastBufferReader m_ReceivedNetworkVariableData;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
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{
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throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
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}
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BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
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BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
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for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
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{
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if (!DeliveryMappedNetworkVariableIndex.Contains(i))
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{
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// This var does not belong to the currently iterating delivery group.
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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BytePacker.WriteValueBitPacked(writer, (ushort)0);
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}
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else
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{
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writer.WriteValueSafe(false);
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}
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continue;
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}
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var startingSize = writer.Length;
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var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
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var shouldWrite = networkVariable.IsDirty() &&
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networkVariable.CanClientRead(TargetClientId) &&
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(NetworkBehaviour.NetworkManager.IsServer || networkVariable.CanClientWrite(NetworkBehaviour.NetworkManager.LocalClientId));
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// Prevent the server from writing to the client that owns a given NetworkVariable
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// Allowing the write would send an old value to the client and cause jitter
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if (networkVariable.WritePerm == NetworkVariableWritePermission.Owner &&
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networkVariable.OwnerClientId() == TargetClientId)
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{
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shouldWrite = false;
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}
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// The object containing the behaviour we're about to process is about to be shown to this client
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// As a result, the client will get the fully serialized NetworkVariable and would be confused by
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// an extraneous delta
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if (NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
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NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient[TargetClientId]
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.Contains(NetworkBehaviour.NetworkObject))
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{
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shouldWrite = false;
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}
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (!shouldWrite)
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{
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BytePacker.WriteValueBitPacked(writer, (ushort)0);
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}
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}
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else
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{
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writer.WriteValueSafe(shouldWrite);
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}
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if (shouldWrite)
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{
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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var tempWriter = new FastBufferWriter(NetworkBehaviour.NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkBehaviour.NetworkManager.MessageManager.FragmentedMessageMaxSize);
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NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
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BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
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if (!writer.TryBeginWrite(tempWriter.Length))
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{
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throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
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}
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tempWriter.CopyTo(writer);
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}
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else
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{
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networkVariable.WriteDelta(writer);
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}
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NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
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TargetClientId,
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NetworkBehaviour.NetworkObject,
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networkVariable.Name,
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NetworkBehaviour.__getTypeName(),
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writer.Length - startingSize);
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}
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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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ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
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ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourIndex);
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m_ReceivedNetworkVariableData = reader;
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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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if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
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{
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var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
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if (networkBehaviour == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Network variable delta message received for a non-existent behaviour. {nameof(NetworkObjectId)}: {NetworkObjectId}, {nameof(NetworkBehaviourIndex)}: {NetworkBehaviourIndex}");
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}
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}
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else
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{
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for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
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{
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int varSize = 0;
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
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if (varSize == 0)
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{
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continue;
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}
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}
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else
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{
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m_ReceivedNetworkVariableData.ReadValueSafe(out bool deltaExists);
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if (!deltaExists)
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{
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continue;
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}
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}
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var networkVariable = networkBehaviour.NetworkVariableFields[i];
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if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId))
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{
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// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogWarning($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
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}
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m_ReceivedNetworkVariableData.Seek(m_ReceivedNetworkVariableData.Position + varSize);
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continue;
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}
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//This client wrote somewhere they are not allowed. This is critical
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//We can't just skip this field. Because we don't actually know how to dummy read
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//That is, we don't know how many bytes to skip. Because the interface doesn't have a
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//Read that gives us the value. Only a Read that applies the value straight away
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//A dummy read COULD be added to the interface for this situation, but it's just being too nice.
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//This is after all a developer fault. A critical error should be fine.
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// - TwoTen
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
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}
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return;
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}
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int readStartPos = m_ReceivedNetworkVariableData.Position;
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networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
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networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
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context.SenderId,
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networkObject,
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networkVariable.Name,
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networkBehaviour.__getTypeName(),
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context.MessageSize);
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Var delta read too far. {m_ReceivedNetworkVariableData.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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}
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m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
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}
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else if (m_ReceivedNetworkVariableData.Position < (readStartPos + varSize))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Var delta read too little. {readStartPos + varSize - m_ReceivedNetworkVariableData.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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}
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m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
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}
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}
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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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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
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}
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}
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}
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}
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