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com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventProgress.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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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

301 lines
12 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using AsyncOperation = UnityEngine.AsyncOperation;
namespace Unity.Netcode
{
/// <summary>
/// Used by <see cref="NetworkSceneManager"/> to determine if a server invoked scene event has started.
/// The returned status is stored in the <see cref="SceneEventProgress.Status"/> property.<br/>
/// <em>Note: This was formally known as SwitchSceneProgress which contained the <see cref="AsyncOperation"/>.
/// All <see cref="AsyncOperation"/>s are now delivered by the <see cref="NetworkSceneManager.OnSceneEvent"/> event handler
/// via the <see cref="SceneEvent"/> parameter.</em>
/// </summary>
public enum SceneEventProgressStatus
{
/// <summary>
/// No scene event progress status can be used to initialize a variable that will be checked over time.
/// </summary>
None,
/// <summary>
/// The scene event was successfully started.
/// </summary>
Started,
/// <summary>
/// Returned if you try to unload a scene that was not yet loaded.
/// </summary>
SceneNotLoaded,
/// <summary>
/// Returned if you try to start a new scene event before a previous one is finished.
/// </summary>
SceneEventInProgress,
/// <summary>
/// Returned if the scene name used with <see cref="NetworkSceneManager.LoadScene(string, LoadSceneMode)"/>
/// or <see cref="NetworkSceneManager.UnloadScene(Scene)"/>is invalid.
/// </summary>
InvalidSceneName,
/// <summary>
/// Server side: Returned if the <see cref="NetworkSceneManager.VerifySceneBeforeLoading"/> delegate handler returns false
/// (<em>i.e. scene is considered not valid/safe to load</em>).
/// </summary>
SceneFailedVerification,
/// <summary>
/// This is used for internal error notifications.<br/>
/// If you receive this event then it is most likely due to a bug (<em>please open a GitHub issue with steps to replicate</em>).<br/>
/// </summary>
InternalNetcodeError,
}
/// <summary>
/// Server side only:
/// This tracks the progress of clients during a load or unload scene event
/// </summary>
internal class SceneEventProgress
{
/// <summary>
/// List of clientIds of those clients that is done loading the scene.
/// </summary>
internal Dictionary<ulong, bool> ClientsProcessingSceneEvent { get; } = new Dictionary<ulong, bool>();
internal List<ulong> ClientsThatDisconnected = new List<ulong>();
/// <summary>
/// This is when the current scene event will have timed out
/// </summary>
internal float WhenSceneEventHasTimedOut;
/// <summary>
/// Delegate type for when the switch scene progress is completed. Either by all clients done loading the scene or by time out.
/// </summary>
internal delegate bool OnCompletedDelegate(SceneEventProgress sceneEventProgress);
/// <summary>
/// The callback invoked when the switch scene progress is completed. Either by all clients done loading the scene or by time out.
/// </summary>
internal OnCompletedDelegate OnComplete;
internal Action<uint> OnSceneEventCompleted;
/// <summary>
/// This will make sure that we only have timed out if we never completed
/// </summary>
internal bool HasTimedOut()
{
return WhenSceneEventHasTimedOut <= m_NetworkManager.RealTimeProvider.RealTimeSinceStartup;
}
/// <summary>
/// The hash value generated from the full scene path
/// </summary>
internal uint SceneHash { get; set; }
internal Guid Guid { get; } = Guid.NewGuid();
internal uint SceneEventId;
private Coroutine m_TimeOutCoroutine;
private AsyncOperation m_AsyncOperation;
private NetworkManager m_NetworkManager { get; }
internal SceneEventProgressStatus Status { get; set; }
internal SceneEventType SceneEventType { get; set; }
internal LoadSceneMode LoadSceneMode;
internal List<ulong> GetClientsWithStatus(bool completedSceneEvent)
{
var clients = new List<ulong>();
if (completedSceneEvent)
{
// If we are the host, then add the host-client to the list
// of clients that completed if the AsyncOperation is done.
if (m_NetworkManager.IsHost && m_AsyncOperation.isDone)
{
clients.Add(m_NetworkManager.LocalClientId);
}
// Add all clients that completed the scene event
foreach (var clientStatus in ClientsProcessingSceneEvent)
{
if (clientStatus.Value == completedSceneEvent)
{
clients.Add(clientStatus.Key);
}
}
}
else
{
// If we are the host, then add the host-client to the list
// of clients that did not complete if the AsyncOperation is
// not done.
if (m_NetworkManager.IsHost && !m_AsyncOperation.isDone)
{
clients.Add(m_NetworkManager.LocalClientId);
}
// If we are getting the list of clients that have not completed the
// scene event, then add any clients that disconnected during this
// scene event.
clients.AddRange(ClientsThatDisconnected);
}
return clients;
}
internal SceneEventProgress(NetworkManager networkManager, SceneEventProgressStatus status = SceneEventProgressStatus.Started)
{
if (status == SceneEventProgressStatus.Started)
{
m_NetworkManager = networkManager;
if (networkManager.IsServer)
{
m_NetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
// Track the clients that were connected when we started this event
foreach (var connectedClientId in networkManager.ConnectedClientsIds)
{
// Ignore the host client
if (NetworkManager.ServerClientId == connectedClientId)
{
continue;
}
ClientsProcessingSceneEvent.Add(connectedClientId, false);
}
WhenSceneEventHasTimedOut = networkManager.RealTimeProvider.RealTimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
m_TimeOutCoroutine = m_NetworkManager.StartCoroutine(TimeOutSceneEventProgress());
}
}
Status = status;
}
/// <summary>
/// Remove the client from the clients processing the current scene event
/// Add this client to the clients that disconnected list
/// </summary>
private void OnClientDisconnectCallback(ulong clientId)
{
if (ClientsProcessingSceneEvent.ContainsKey(clientId))
{
ClientsThatDisconnected.Add(clientId);
ClientsProcessingSceneEvent.Remove(clientId);
}
}
/// <summary>
/// Coroutine that checks to see if the scene event is complete every network tick period.
/// This will handle completing the scene event when one or more client(s) disconnect(s)
/// during a scene event and if it does not complete within the scene loading time out period
/// it will time out the scene event.
/// </summary>
internal IEnumerator TimeOutSceneEventProgress()
{
var waitForNetworkTick = new WaitForSeconds(1.0f / m_NetworkManager.NetworkConfig.TickRate);
while (!HasTimedOut())
{
yield return waitForNetworkTick;
TryFinishingSceneEventProgress();
}
}
/// <summary>
/// Sets the client's scene event progress to finished/true
/// </summary>
internal void ClientFinishedSceneEvent(ulong clientId)
{
if (ClientsProcessingSceneEvent.ContainsKey(clientId))
{
ClientsProcessingSceneEvent[clientId] = true;
TryFinishingSceneEventProgress();
}
}
/// <summary>
/// Determines if the scene event has finished for both
/// client(s) and server.
/// </summary>
/// <remarks>
/// The server checks if all known clients processing this scene event
/// have finished and then it returns its local AsyncOperation status.
/// Clients finish when their AsyncOperation finishes.
/// </remarks>
private bool HasFinished()
{
// If the network session is terminated/terminating then finish tracking
// this scene event
if (!IsNetworkSessionActive())
{
return true;
}
// Clients skip over this
foreach (var clientStatus in ClientsProcessingSceneEvent)
{
if (!clientStatus.Value)
{
return false;
}
}
// Return the local scene event's AsyncOperation status
// Note: Integration tests process scene loading through a queue
// and the AsyncOperation could not be assigned for several
// network tick periods. Return false if that is the case.
return m_AsyncOperation == null ? false : m_AsyncOperation.isDone;
}
/// <summary>
/// Sets the AsyncOperation for the scene load/unload event
/// </summary>
internal void SetAsyncOperation(AsyncOperation asyncOperation)
{
m_AsyncOperation = asyncOperation;
m_AsyncOperation.completed += new Action<AsyncOperation>(asyncOp2 =>
{
// Don't invoke the callback if the network session is disconnected
// during a SceneEventProgress
if (IsNetworkSessionActive())
{
OnSceneEventCompleted?.Invoke(SceneEventId);
}
// Go ahead and try finishing even if the network session is terminated/terminating
// as we might need to stop the coroutine
TryFinishingSceneEventProgress();
});
}
internal bool IsNetworkSessionActive()
{
return m_NetworkManager != null && m_NetworkManager.IsListening && !m_NetworkManager.ShutdownInProgress;
}
/// <summary>
/// Will try to finish the current scene event in progress as long as
/// all conditions are met.
/// </summary>
internal void TryFinishingSceneEventProgress()
{
if (HasFinished() || HasTimedOut())
{
// Don't attempt to finalize this scene event if we are no longer listening or a shutdown is in progress
if (IsNetworkSessionActive())
{
OnComplete?.Invoke(this);
m_NetworkManager.SceneManager.SceneEventProgressTracking.Remove(Guid);
m_NetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback;
}
if (m_TimeOutCoroutine != null)
{
m_NetworkManager.StopCoroutine(m_TimeOutCoroutine);
}
}
}
}
}