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). ## [1.0.0-pre.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
281 lines
12 KiB
C#
281 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The manager class to manage custom messages, note that this is different from the NetworkManager custom messages.
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/// These are named and are much easier to use.
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/// </summary>
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public class CustomMessagingManager
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{
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private readonly NetworkManager m_NetworkManager;
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internal CustomMessagingManager(NetworkManager networkManager)
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{
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m_NetworkManager = networkManager;
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}
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/// <summary>
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/// Delegate used for incoming unnamed messages
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/// </summary>
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/// <param name="clientId">The clientId that sent the message</param>
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/// <param name="reader">The stream containing the message data</param>
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public delegate void UnnamedMessageDelegate(ulong clientId, FastBufferReader reader);
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/// <summary>
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/// Event invoked when unnamed messages arrive
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/// </summary>
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public event UnnamedMessageDelegate OnUnnamedMessage;
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internal void InvokeUnnamedMessage(ulong clientId, FastBufferReader reader, int serializedHeaderSize)
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{
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if (OnUnnamedMessage != null)
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{
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var pos = reader.Position;
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var delegates = OnUnnamedMessage.GetInvocationList();
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foreach (var handler in delegates)
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{
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reader.Seek(pos);
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((UnnamedMessageDelegate)handler).Invoke(clientId, reader);
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}
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}
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m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length + serializedHeaderSize);
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}
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/// <summary>
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/// Sends unnamed message to all clients
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/// </summary>
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/// <param name="messageBuffer">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessageToAll(FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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SendUnnamedMessage(m_NetworkManager.ConnectedClientsIds, messageBuffer, networkDelivery);
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}
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/// <summary>
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/// Sends unnamed message to a list of clients
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/// </summary>
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/// <param name="clientIds">The clients to send to, sends to everyone if null</param>
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/// <param name="messageBuffer">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (!m_NetworkManager.IsServer)
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{
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throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
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}
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if (clientIds == null)
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{
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throw new ArgumentNullException("You must pass in a valid clientId List");
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}
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var message = new UnnamedMessage
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{
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SendData = messageBuffer
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};
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var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientIds, size);
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}
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}
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/// <summary>
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/// Sends a unnamed message to a specific client
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/// </summary>
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/// <param name="clientId">The client to send the message to</param>
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/// <param name="messageBuffer">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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var message = new UnnamedMessage
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{
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SendData = messageBuffer
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};
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var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientId, size);
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}
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}
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/// <summary>
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/// Delegate used to handle named messages
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/// </summary>
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public delegate void HandleNamedMessageDelegate(ulong senderClientId, FastBufferReader messagePayload);
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private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers32 = new Dictionary<ulong, HandleNamedMessageDelegate>();
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private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers64 = new Dictionary<ulong, HandleNamedMessageDelegate>();
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private Dictionary<ulong, string> m_MessageHandlerNameLookup32 = new Dictionary<ulong, string>();
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private Dictionary<ulong, string> m_MessageHandlerNameLookup64 = new Dictionary<ulong, string>();
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internal void InvokeNamedMessage(ulong hash, ulong sender, FastBufferReader reader, int serializedHeaderSize)
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{
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var bytesCount = reader.Length + serializedHeaderSize;
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if (m_NetworkManager == null)
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{
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// We dont know what size to use. Try every (more collision prone)
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if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
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{
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messageHandler32(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
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}
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if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
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{
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messageHandler64(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
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}
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}
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else
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{
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// Only check the right size.
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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case HashSize.VarIntFourBytes:
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if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
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{
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messageHandler32(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
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}
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break;
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case HashSize.VarIntEightBytes:
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if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
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{
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messageHandler64(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
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}
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break;
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}
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}
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}
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/// <summary>
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/// Registers a named message handler delegate.
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/// </summary>
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/// <param name="name">Name of the message.</param>
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/// <param name="callback">The callback to run when a named message is received.</param>
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public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback)
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{
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var hash32 = XXHash.Hash32(name);
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var hash64 = XXHash.Hash64(name);
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m_NamedMessageHandlers32[hash32] = callback;
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m_NamedMessageHandlers64[hash64] = callback;
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m_MessageHandlerNameLookup32[hash32] = name;
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m_MessageHandlerNameLookup64[hash64] = name;
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}
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/// <summary>
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/// Unregisters a named message handler.
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/// </summary>
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/// <param name="name">The name of the message.</param>
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public void UnregisterNamedMessageHandler(string name)
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{
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var hash32 = XXHash.Hash32(name);
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var hash64 = XXHash.Hash64(name);
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m_NamedMessageHandlers32.Remove(hash32);
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m_NamedMessageHandlers64.Remove(hash64);
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m_MessageHandlerNameLookup32.Remove(hash32);
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m_MessageHandlerNameLookup64.Remove(hash64);
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}
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/// <summary>
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/// Sends a named message to all clients
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/// </summary>
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/// <param name="messageStream">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessageToAll(string messageName, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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SendNamedMessage(messageName, m_NetworkManager.ConnectedClientsIds, messageStream, networkDelivery);
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}
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/// <summary>
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/// Sends a named message
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/// </summary>
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/// <param name="messageName">The message name to send</param>
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/// <param name="clientId">The client to send the message to</param>
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/// <param name="messageStream">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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ulong hash = 0;
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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case HashSize.VarIntFourBytes:
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hash = XXHash.Hash32(messageName);
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break;
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case HashSize.VarIntEightBytes:
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hash = XXHash.Hash64(messageName);
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break;
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}
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var message = new NamedMessage
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{
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Hash = hash,
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SendData = messageStream,
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};
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var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientId, messageName, size);
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}
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}
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/// <summary>
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/// Sends the named message
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/// </summary>
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/// <param name="messageName">The message name to send</param>
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/// <param name="clientIds">The clients to send to, sends to everyone if null</param>
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/// <param name="messageStream">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (!m_NetworkManager.IsServer)
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{
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throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
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}
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if (clientIds == null)
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{
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throw new ArgumentNullException("You must pass in a valid clientId List");
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}
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ulong hash = 0;
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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case HashSize.VarIntFourBytes:
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hash = XXHash.Hash32(messageName);
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break;
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case HashSize.VarIntEightBytes:
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hash = XXHash.Hash64(messageName);
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break;
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}
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var message = new NamedMessage
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{
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Hash = hash,
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SendData = messageStream
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};
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var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
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}
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}
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}
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}
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