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)
117 lines
4.2 KiB
C#
117 lines
4.2 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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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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// 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 (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
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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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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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}
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}
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}
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