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com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs
Unity Technologies ffef45b50f com.unity.netcode.gameobjects@1.7.0
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).

## [1.7.0] - 2023-10-11

### Added

- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)

### Fixed

- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)

### Changed

- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
2023-10-11 00:00:00 +00:00

163 lines
6.3 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 (!NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()].ContainsKey(metadata.NetworkRpcMethodId))
{
return false;
}
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].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($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
}
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
try
{
NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()][metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
}
catch (Exception ex)
{
Debug.LogException(new Exception("Unhandled RPC exception!", ex));
if (networkManager.LogLevel == LogLevel.Developer)
{
Debug.Log($"RPC Table Contents");
foreach (var entry in NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()])
{
Debug.Log($"{entry.Key} | {entry.Value.Method.Name}");
}
}
}
}
}
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);
}
}
}