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com.unity.netcode.gameobjects/Runtime/Transports/UTP/BatchedSendQueue.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

299 lines
12 KiB
C#

using System;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Networking.Transport;
namespace Unity.Netcode.Transports.UTP
{
/// <summary>Queue for batched messages meant to be sent through UTP.</summary>
/// <remarks>
/// Messages should be pushed on the queue with <see cref="PushMessage"/>. To send batched
/// messages, call <see cref="FillWriterWithMessages"/> or <see cref="FillWriterWithBytes"/>
/// with the <see cref="DataStreamWriter"/> obtained from <see cref="NetworkDriver.BeginSend"/>.
/// This will fill the writer with as many messages/bytes as possible. If the send is
/// successful, call <see cref="Consume"/> to remove the data from the queue.
///
/// This is meant as a companion to <see cref="BatchedReceiveQueue"/>, which should be used to
/// read messages sent with this queue.
/// </remarks>
internal struct BatchedSendQueue : IDisposable
{
// Note that we're using NativeList basically like a growable NativeArray, where the length
// of the list is the capacity of our array. (We can't use the capacity of the list as our
// queue capacity because NativeList may elect to set it higher than what we'd set it to
// with SetCapacity, which breaks the logic of our code.)
private NativeList<byte> m_Data;
private NativeArray<int> m_HeadTailIndices;
private int m_MaximumCapacity;
private int m_MinimumCapacity;
/// <summary>Overhead that is added to each message in the queue.</summary>
public const int PerMessageOverhead = sizeof(int);
internal const int MinimumMinimumCapacity = 4096;
// Indices into m_HeadTailIndicies.
private const int k_HeadInternalIndex = 0;
private const int k_TailInternalIndex = 1;
/// <summary>Index of the first byte of the oldest data in the queue.</summary>
private int HeadIndex
{
get { return m_HeadTailIndices[k_HeadInternalIndex]; }
set { m_HeadTailIndices[k_HeadInternalIndex] = value; }
}
/// <summary>Index one past the last byte of the most recent data in the queue.</summary>
private int TailIndex
{
get { return m_HeadTailIndices[k_TailInternalIndex]; }
set { m_HeadTailIndices[k_TailInternalIndex] = value; }
}
public int Length => TailIndex - HeadIndex;
public int Capacity => m_Data.Length;
public bool IsEmpty => HeadIndex == TailIndex;
public bool IsCreated => m_Data.IsCreated;
/// <summary>Construct a new empty send queue.</summary>
/// <param name="capacity">Maximum capacity of the send queue.</param>
public BatchedSendQueue(int capacity)
{
// Make sure the maximum capacity will be even.
m_MaximumCapacity = capacity + (capacity & 1);
// We pick the minimum capacity such that if we keep doubling it, we'll eventually hit
// the maximum capacity exactly. The alternative would be to use capacities that are
// powers of 2, but this can lead to over-allocating quite a bit of memory (especially
// since we expect maximum capacities to be in the megabytes range). The approach taken
// here avoids this issue, at the cost of not having allocations of nice round sizes.
m_MinimumCapacity = m_MaximumCapacity;
while (m_MinimumCapacity / 2 >= MinimumMinimumCapacity)
{
m_MinimumCapacity /= 2;
}
m_Data = new NativeList<byte>(m_MinimumCapacity, Allocator.Persistent);
m_HeadTailIndices = new NativeArray<int>(2, Allocator.Persistent);
m_Data.ResizeUninitialized(m_MinimumCapacity);
HeadIndex = 0;
TailIndex = 0;
}
public void Dispose()
{
if (IsCreated)
{
m_Data.Dispose();
m_HeadTailIndices.Dispose();
}
}
/// <summary>Write a raw buffer to a DataStreamWriter.</summary>
private unsafe void WriteBytes(ref DataStreamWriter writer, byte* data, int length)
{
#if UTP_TRANSPORT_2_0_ABOVE
writer.WriteBytesUnsafe(data, length);
#else
writer.WriteBytes(data, length);
#endif
}
/// <summary>Append data at the tail of the queue. No safety checks.</summary>
private void AppendDataAtTail(ArraySegment<byte> data)
{
unsafe
{
var writer = new DataStreamWriter((byte*)m_Data.GetUnsafePtr() + TailIndex, Capacity - TailIndex);
writer.WriteInt(data.Count);
fixed (byte* dataPtr = data.Array)
{
WriteBytes(ref writer, dataPtr + data.Offset, data.Count);
}
}
TailIndex += sizeof(int) + data.Count;
}
/// <summary>Append a new message to the queue.</summary>
/// <param name="message">Message to append to the queue.</param>
/// <returns>
/// Whether the message was appended successfully. The only way it can fail is if there's
/// no more room in the queue. On failure, nothing is written to the queue.
/// </returns>
public bool PushMessage(ArraySegment<byte> message)
{
if (!IsCreated)
{
return false;
}
// Check if there's enough room after the current tail index.
if (Capacity - TailIndex >= sizeof(int) + message.Count)
{
AppendDataAtTail(message);
return true;
}
// Move the data at the beginning of of m_Data. Either it will leave enough space for
// the message, or we'll grow m_Data and will want the data at the beginning anyway.
if (HeadIndex > 0 && Length > 0)
{
unsafe
{
UnsafeUtility.MemMove(m_Data.GetUnsafePtr(), (byte*)m_Data.GetUnsafePtr() + HeadIndex, Length);
}
TailIndex = Length;
HeadIndex = 0;
}
// If there's enough space left at the end for the message, now is a good time to trim
// the capacity of m_Data if it got very large. We define "very large" here as having
// more than 75% of m_Data unused after adding the new message.
if (Capacity - TailIndex >= sizeof(int) + message.Count)
{
AppendDataAtTail(message);
while (TailIndex < Capacity / 4 && Capacity > m_MinimumCapacity)
{
m_Data.ResizeUninitialized(Capacity / 2);
}
return true;
}
// If we get here we need to grow m_Data until the data fits (or it's too large).
while (Capacity - TailIndex < sizeof(int) + message.Count)
{
// Can't grow m_Data anymore. Message simply won't fit.
if (Capacity * 2 > m_MaximumCapacity)
{
return false;
}
m_Data.ResizeUninitialized(Capacity * 2);
}
// If we get here we know there's now enough room for the message.
AppendDataAtTail(message);
return true;
}
/// <summary>
/// Fill as much of a <see cref="DataStreamWriter"/> as possible with data from the head of
/// the queue. Only full messages (and their length) are written to the writer.
/// </summary>
/// <remarks>
/// This does NOT actually consume anything from the queue. That is, calling this method
/// does not reduce the length of the queue. Callers are expected to call
/// <see cref="Consume"/> with the value returned by this method afterwards if the data can
/// be safely removed from the queue (e.g. if it was sent successfully).
///
/// This method should not be used together with <see cref="FillWriterWithBytes"> since this
/// could lead to a corrupted queue.
/// </remarks>
/// <param name="writer">The <see cref="DataStreamWriter"/> to write to.</param>
/// <returns>How many bytes were written to the writer.</returns>
public int FillWriterWithMessages(ref DataStreamWriter writer)
{
if (!IsCreated || Length == 0)
{
return 0;
}
unsafe
{
var reader = new DataStreamReader(m_Data.AsArray());
var writerAvailable = writer.Capacity;
var readerOffset = HeadIndex;
while (readerOffset < TailIndex)
{
reader.SeekSet(readerOffset);
var messageLength = reader.ReadInt();
if (writerAvailable < sizeof(int) + messageLength)
{
break;
}
else
{
writer.WriteInt(messageLength);
var messageOffset = reader.GetBytesRead();
WriteBytes(ref writer, (byte*)m_Data.GetUnsafePtr() + messageOffset, messageLength);
writerAvailable -= sizeof(int) + messageLength;
readerOffset += sizeof(int) + messageLength;
}
}
return writer.Capacity - writerAvailable;
}
}
/// <summary>
/// Fill the given <see cref="DataStreamWriter"/> with as many bytes from the queue as
/// possible, disregarding message boundaries.
/// </summary>
/// <remarks>
/// This does NOT actually consume anything from the queue. That is, calling this method
/// does not reduce the length of the queue. Callers are expected to call
/// <see cref="Consume"/> with the value returned by this method afterwards if the data can
/// be safely removed from the queue (e.g. if it was sent successfully).
///
/// This method should not be used together with <see cref="FillWriterWithMessages"/> since
/// this could lead to reading messages from a corrupted queue.
/// </remarks>
/// <param name="writer">The <see cref="DataStreamWriter"/> to write to.</param>
/// <param name="maxBytes">Max number of bytes to copy (0 means writer capacity).</param>
/// <returns>How many bytes were written to the writer.</returns>
public int FillWriterWithBytes(ref DataStreamWriter writer, int maxBytes = 0)
{
if (!IsCreated || Length == 0)
{
return 0;
}
var maxLength = maxBytes == 0 ? writer.Capacity : Math.Min(maxBytes, writer.Capacity);
var copyLength = Math.Min(maxLength, Length);
unsafe
{
WriteBytes(ref writer, (byte*)m_Data.GetUnsafePtr() + HeadIndex, copyLength);
}
return copyLength;
}
/// <summary>Consume a number of bytes from the head of the queue.</summary>
/// <remarks>
/// This should only be called with a size that matches the last value returned by
/// <see cref="FillWriter"/>. Anything else will result in a corrupted queue.
/// </remarks>
/// <param name="size">Number of bytes to consume from the queue.</param>
public void Consume(int size)
{
// Adjust the head/tail indices such that we consume the given size.
if (size >= Length)
{
HeadIndex = 0;
TailIndex = 0;
// This is a no-op if m_Data is already at minimum capacity.
m_Data.ResizeUninitialized(m_MinimumCapacity);
}
else
{
HeadIndex += size;
}
}
}
}