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com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.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

114 lines
4.5 KiB
C#

using System;
using Unity.Profiling;
namespace Unity.Netcode
{
/// <summary>
/// Provides discretized time.
/// This is useful for games that require ticks happening at regular interval on the server and clients.
/// </summary>
public class NetworkTickSystem
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private static ProfilerMarker s_Tick = new ProfilerMarker($"{nameof(NetworkTickSystem)}.Tick");
#endif
/// <summary>
/// Special value to indicate "No tick information"
/// </summary>
public const int NoTick = int.MinValue;
/// <summary>
/// The TickRate of the tick system. This is used to decide how often a fixed network tick is run.
/// </summary>
public uint TickRate { get; internal set; }
/// <summary>
/// The current local time. This is the time at which predicted or client authoritative objects move.
/// This value is accurate when called in Update or during the <see cref="Tick"/> event but does not work correctly for FixedUpdate.
/// </summary>
public NetworkTime LocalTime { get; internal set; }
/// <summary>
/// The current server time. This value is mostly used for internal purposes and to interpolate state received from the server.
/// This value is accurate when called in Update or during the <see cref="Tick"/> event but does not work correctly for FixedUpdate.
/// </summary>
public NetworkTime ServerTime { get; internal set; }
/// <summary>
/// Gets invoked before every network tick.
/// </summary>
public event Action Tick;
/// <summary>
/// Creates a new instance of the <see cref="NetworkTickSystem"/> class.
/// </summary>
/// <param name="tickRate">The tick rate</param>
/// <param name="localTimeSec">The initial local time to start at.</param>
/// <param name="serverTimeSec">The initial server time to start at.</param>
public NetworkTickSystem(uint tickRate, double localTimeSec, double serverTimeSec)
{
if (tickRate == 0)
{
throw new ArgumentException("Tick rate must be a positive value.", nameof(tickRate));
}
TickRate = tickRate;
Tick = null;
LocalTime = new NetworkTime(tickRate, localTimeSec);
ServerTime = new NetworkTime(tickRate, serverTimeSec);
}
/// <summary>
/// Resets the tick system to the given network time.
/// </summary>
/// <param name="localTimeSec">The local time in seconds.</param>
/// <param name="serverTimeSec">The server time in seconds.</param>
public void Reset(double localTimeSec, double serverTimeSec)
{
LocalTime = new NetworkTime(TickRate, localTimeSec);
ServerTime = new NetworkTime(TickRate, serverTimeSec);
}
/// <summary>
/// Called after advancing the time system to run ticks based on the difference in time.
/// </summary>
/// <param name="localTimeSec">The local time in seconds</param>
/// <param name="serverTimeSec">The server time in seconds</param>
public void UpdateTick(double localTimeSec, double serverTimeSec)
{
// store old local tick to know how many fixed ticks passed
var previousLocalTick = LocalTime.Tick;
LocalTime = new NetworkTime(TickRate, localTimeSec);
ServerTime = new NetworkTime(TickRate, serverTimeSec);
// cache times here so that we can adjust them to temporary values while simulating ticks.
var cacheLocalTime = LocalTime;
var cacheServerTime = ServerTime;
var currentLocalTick = LocalTime.Tick;
var localToServerDifference = currentLocalTick - ServerTime.Tick;
for (int i = previousLocalTick + 1; i <= currentLocalTick; i++)
{
// set exposed time values to correct fixed values
LocalTime = new NetworkTime(TickRate, i);
ServerTime = new NetworkTime(TickRate, i - localToServerDifference);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_Tick.Begin();
#endif
Tick?.Invoke();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_Tick.End();
#endif
}
// Set exposed time to values from tick system
LocalTime = cacheLocalTime;
ServerTime = cacheServerTime;
}
}
}