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com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.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

155 lines
5.9 KiB
C#

using System;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
internal static class RpcMessageHelpers
{
public static unsafe void Serialize(ref FastBufferWriter writer, ref RpcMetadata metadata, ref FastBufferWriter payload)
{
BytePacker.WriteValueBitPacked(writer, metadata.NetworkObjectId);
BytePacker.WriteValueBitPacked(writer, metadata.NetworkBehaviourId);
BytePacker.WriteValueBitPacked(writer, metadata.NetworkRpcMethodId);
writer.WriteBytesSafe(payload.GetUnsafePtr(), payload.Length);
}
public static unsafe bool Deserialize(ref FastBufferReader reader, ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload)
{
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkObjectId);
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkBehaviourId);
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkRpcMethodId);
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
return false;
}
var networkObject = networkManager.SpawnManager.SpawnedObjects[metadata.NetworkObjectId];
var networkBehaviour = networkManager.SpawnManager.SpawnedObjects[metadata.NetworkObjectId].GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
if (networkBehaviour == null)
{
return false;
}
if (!NetworkManager.__rpc_func_table.ContainsKey(metadata.NetworkRpcMethodId))
{
return false;
}
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
{
networkManager.NetworkMetrics.TrackRpcReceived(
context.SenderId,
networkObject,
rpcMethodName,
networkBehaviour.__getTypeName(),
reader.Length);
}
#endif
return true;
}
public static void Handle(ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload, ref __RpcParams rpcParams)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject))
{
throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
}
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
try
{
NetworkManager.__rpc_func_table[metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
}
catch (Exception ex)
{
Debug.LogException(new Exception("Unhandled RPC exception!", ex));
}
}
}
internal struct RpcMetadata : INetworkSerializeByMemcpy
{
public ulong NetworkObjectId;
public ushort NetworkBehaviourId;
public uint NetworkRpcMethodId;
}
internal struct ServerRpcMessage : INetworkMessage
{
public int Version => 0;
public RpcMetadata Metadata;
public FastBufferWriter WriteBuffer;
public FastBufferReader ReadBuffer;
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
{
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
}
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer);
}
public void Handle(ref NetworkContext context)
{
var rpcParams = new __RpcParams
{
Server = new ServerRpcParams
{
Receive = new ServerRpcReceiveParams
{
SenderClientId = context.SenderId
}
}
};
RpcMessageHelpers.Handle(ref context, ref Metadata, ref ReadBuffer, ref rpcParams);
}
}
internal struct ClientRpcMessage : INetworkMessage
{
public int Version => 0;
public RpcMetadata Metadata;
public FastBufferWriter WriteBuffer;
public FastBufferReader ReadBuffer;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer);
}
public void Handle(ref NetworkContext context)
{
var rpcParams = new __RpcParams
{
Client = new ClientRpcParams
{
Receive = new ClientRpcReceiveParams
{
}
}
};
RpcMessageHelpers.Handle(ref context, ref Metadata, ref ReadBuffer, ref rpcParams);
}
}
}