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com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
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).

## [1.4.0] - 2023-04-10

### Added

- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)

### Changed

- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)

### Fixed

- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
2023-04-10 00:00:00 +00:00

289 lines
11 KiB
C#

#if UNITY_UNET_PRESENT
#pragma warning disable 618 // disable is obsolete
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
using System;
using UnityEngine;
using UnityEngine.Networking;
namespace Unity.Netcode.Transports.UNET
{
[AddComponentMenu("Netcode/UNet Transport")]
public class UNetTransport : NetworkTransport
{
public enum SendMode
{
Immediately,
Queued
}
private int m_UnreliableChannelId;
private int m_UnreliableSequencedChannelId;
private int m_ReliableChannelId;
private int m_ReliableSequencedChannelId;
private int m_ReliableFragmentedSequencedChannelId;
// Inspector / settings
public int MessageBufferSize = 1024 * 5;
public int MaxConnections = 100;
public int MaxSentMessageQueueSize = 128;
public string ConnectAddress = "127.0.0.1";
public int ConnectPort = 7777;
public int ServerListenPort = 7777;
public SendMode MessageSendMode = SendMode.Immediately;
// Runtime / state
private byte[] m_MessageBuffer;
private WeakReference m_TemporaryBufferReference;
// Lookup / translation
private int m_ServerConnectionId;
private int m_ServerHostId;
public override ulong ServerClientId => GetNetcodeClientId(0, 0, true);
internal NetworkManager NetworkManager;
protected void LateUpdate()
{
if (UnityEngine.Networking.NetworkTransport.IsStarted && MessageSendMode == SendMode.Queued)
{
#if UNITY_WEBGL
Debug.LogError("Cannot use queued sending mode for WebGL");
#else
if (NetworkManager != null && NetworkManager.IsServer)
{
foreach (var targetClient in NetworkManager.Singleton.ConnectedClientsList)
{
SendQueued(targetClient.ClientId);
}
}
else
{
SendQueued(NetworkManager.Singleton.LocalClientId);
}
#endif
}
}
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
byte[] buffer;
if (payload.Offset > 0)
{
// UNET cant handle this, do a copy
if (m_MessageBuffer.Length >= payload.Count)
{
buffer = m_MessageBuffer;
}
else
{
object bufferRef;
if (m_TemporaryBufferReference != null && ((bufferRef = m_TemporaryBufferReference.Target) != null) && ((byte[])bufferRef).Length >= payload.Count)
{
buffer = (byte[])bufferRef;
}
else
{
buffer = new byte[payload.Count];
m_TemporaryBufferReference = new WeakReference(buffer);
}
}
Buffer.BlockCopy(payload.Array, payload.Offset, buffer, 0, payload.Count);
}
else
{
buffer = payload.Array;
}
int channelId = -1;
switch (networkDelivery)
{
case NetworkDelivery.Unreliable:
channelId = m_UnreliableChannelId;
break;
case NetworkDelivery.UnreliableSequenced:
channelId = m_UnreliableSequencedChannelId;
break;
case NetworkDelivery.Reliable:
channelId = m_ReliableChannelId;
break;
case NetworkDelivery.ReliableSequenced:
channelId = m_ReliableSequencedChannelId;
break;
case NetworkDelivery.ReliableFragmentedSequenced:
channelId = m_ReliableFragmentedSequencedChannelId;
break;
}
if (MessageSendMode == SendMode.Queued)
{
#if UNITY_WEBGL
Debug.LogError("Cannot use queued sending mode for WebGL");
#else
UnityEngine.Networking.NetworkTransport.QueueMessageForSending(hostId, connectionId, channelId, buffer, payload.Count, out byte error);
#endif
}
else
{
UnityEngine.Networking.NetworkTransport.Send(hostId, connectionId, channelId, buffer, payload.Count, out byte error);
}
}
#if !UNITY_WEBGL
private void SendQueued(ulong clientId)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
UnityEngine.Networking.NetworkTransport.SendQueuedMessages(hostId, connectionId, out _);
}
#endif
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
var eventType = UnityEngine.Networking.NetworkTransport.Receive(out int hostId, out int connectionId, out _, m_MessageBuffer, m_MessageBuffer.Length, out int receivedSize, out byte error);
clientId = GetNetcodeClientId((byte)hostId, (ushort)connectionId, false);
receiveTime = NetworkManager.RealTimeProvider.RealTimeSinceStartup;
var networkError = (NetworkError)error;
if (networkError == NetworkError.MessageToLong)
{
byte[] tempBuffer;
if (m_TemporaryBufferReference != null && m_TemporaryBufferReference.IsAlive && ((byte[])m_TemporaryBufferReference.Target).Length >= receivedSize)
{
tempBuffer = (byte[])m_TemporaryBufferReference.Target;
}
else
{
tempBuffer = new byte[receivedSize];
m_TemporaryBufferReference = new WeakReference(tempBuffer);
}
eventType = UnityEngine.Networking.NetworkTransport.Receive(out hostId, out connectionId, out _, tempBuffer, tempBuffer.Length, out receivedSize, out error);
payload = new ArraySegment<byte>(tempBuffer, 0, receivedSize);
}
else
{
payload = new ArraySegment<byte>(m_MessageBuffer, 0, receivedSize);
}
if (networkError == NetworkError.Timeout)
{
// In UNET. Timeouts are not disconnects. We have to translate that here.
eventType = NetworkEventType.DisconnectEvent;
}
// Translate NetworkEventType to NetEventType
switch (eventType)
{
case NetworkEventType.DataEvent:
return NetworkEvent.Data;
case NetworkEventType.ConnectEvent:
return NetworkEvent.Connect;
case NetworkEventType.DisconnectEvent:
return NetworkEvent.Disconnect;
case NetworkEventType.BroadcastEvent:
case NetworkEventType.Nothing:
default:
return NetworkEvent.Nothing;
}
}
public override bool StartClient()
{
m_ServerHostId = UnityEngine.Networking.NetworkTransport.AddHost(new HostTopology(GetConfig(), 1), 0, null);
m_ServerConnectionId = UnityEngine.Networking.NetworkTransport.Connect(m_ServerHostId, ConnectAddress, ConnectPort, 0, out byte error);
return (NetworkError)error == NetworkError.Ok;
}
public override bool StartServer()
{
var topology = new HostTopology(GetConfig(), MaxConnections);
// Undocumented, but AddHost returns -1 in case of any type of failure. See UNET::NetLibraryManager::AddHost
return -1 != UnityEngine.Networking.NetworkTransport.AddHost(topology, ServerListenPort, null);
}
public override void DisconnectRemoteClient(ulong clientId)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
UnityEngine.Networking.NetworkTransport.Disconnect(hostId, connectionId, out byte error);
}
public override void DisconnectLocalClient()
{
UnityEngine.Networking.NetworkTransport.Disconnect(m_ServerHostId, m_ServerConnectionId, out byte error);
}
public override ulong GetCurrentRtt(ulong clientId)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
return (ulong)UnityEngine.Networking.NetworkTransport.GetCurrentRTT(hostId, connectionId, out byte error);
}
public override void Shutdown()
{
UnityEngine.Networking.NetworkTransport.Shutdown();
}
public override void Initialize(NetworkManager networkManager = null)
{
NetworkManager = networkManager;
m_MessageBuffer = new byte[MessageBufferSize];
UnityEngine.Networking.NetworkTransport.Init();
}
private ulong GetNetcodeClientId(byte hostId, ushort connectionId, bool isServer)
{
if (isServer)
{
return 0;
}
return (connectionId | (ulong)hostId << 16) + 1;
}
private void GetUNetConnectionDetails(ulong clientId, out byte hostId, out ushort connectionId)
{
if (clientId == 0)
{
hostId = (byte)m_ServerHostId;
connectionId = (ushort)m_ServerConnectionId;
}
else
{
hostId = (byte)((clientId - 1) >> 16);
connectionId = (ushort)((clientId - 1));
}
}
private ConnectionConfig GetConfig()
{
var connectionConfig = new ConnectionConfig();
m_UnreliableChannelId = connectionConfig.AddChannel(QosType.Unreliable);
m_UnreliableSequencedChannelId = connectionConfig.AddChannel(QosType.UnreliableSequenced);
m_ReliableChannelId = connectionConfig.AddChannel(QosType.Reliable);
m_ReliableSequencedChannelId = connectionConfig.AddChannel(QosType.ReliableSequenced);
m_ReliableFragmentedSequencedChannelId = connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
connectionConfig.MaxSentMessageQueueSize = (ushort)MaxSentMessageQueueSize;
return connectionConfig;
}
}
}
#pragma warning restore CS1591 // Missing XML comment for publicly visible type or member
#pragma warning restore 618 // restore is obsolete
#endif