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com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs
Unity Technologies 5b4aaa8b59 com.unity.netcode.gameobjects@1.0.0-pre.6
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)
2022-03-02 00:00:00 +00:00

272 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// The configuration object used to start server, client and hosts
/// </summary>
[Serializable]
public class NetworkConfig
{
/// <summary>
/// The protocol version. Different versions doesn't talk to each other.
/// </summary>
[Tooltip("Use this to make two builds incompatible with each other")]
public ushort ProtocolVersion = 0;
/// <summary>
/// The transport hosts the sever uses
/// </summary>
[Tooltip("The NetworkTransport to use")]
public NetworkTransport NetworkTransport = null;
/// <summary>
/// The default player prefab
/// </summary>
[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
public GameObject PlayerPrefab;
/// <summary>
/// A list of prefabs that can be dynamically spawned.
/// </summary>
[SerializeField]
[Tooltip("The prefabs that can be spawned across the network")]
internal List<NetworkPrefab> NetworkPrefabs = new List<NetworkPrefab>();
/// <summary>
/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
/// Generated at runtime and OnValidate
/// </summary>
internal Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
internal Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
/// <summary>
/// The tickrate of network ticks. This value controls how often netcode runs user code and sends out data.
/// </summary>
[Tooltip("The tickrate. This value controls how often netcode runs user code and sends out data. The value is in 'ticks per seconds' which means a value of 50 will result in 50 ticks being executed per second or a fixed delta time of 0.02.")]
public uint TickRate = 30;
/// <summary>
/// The amount of seconds to wait for handshake to complete before timing out a client
/// </summary>
[Tooltip("The amount of seconds to wait for the handshake to complete before the client times out")]
public int ClientConnectionBufferTimeout = 10;
/// <summary>
/// Whether or not to use connection approval
/// </summary>
[Tooltip("Whether or not to force clients to be approved before they connect")]
public bool ConnectionApproval = false;
/// <summary>
/// The data to send during connection which can be used to decide on if a client should get accepted
/// </summary>
[Tooltip("The connection data sent along with connection requests")]
public byte[] ConnectionData = new byte[0];
/// <summary>
/// If your logic uses the NetworkTime, this should probably be turned off. If however it's needed to maximize accuracy, this is recommended to be turned on
/// </summary>
[Tooltip("Enable this to re-sync the NetworkTime after the initial sync")]
public bool EnableTimeResync = false;
/// <summary>
/// If time re-sync is turned on, this specifies the interval between syncs in seconds.
/// </summary>
[Tooltip("The amount of seconds between re-syncs of NetworkTime, if enabled")]
public int TimeResyncInterval = 30;
/// <summary>
/// Whether or not to ensure that NetworkVariables can be read even if a client accidentally writes where its not allowed to. This costs some CPU and bandwidth.
/// </summary>
[Tooltip("Ensures that NetworkVariables can be read even if a client accidental writes where its not allowed to. This will cost some CPU time and bandwidth")]
public bool EnsureNetworkVariableLengthSafety = false;
/// <summary>
/// Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.
/// SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.
/// </summary>
[Tooltip("Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.\n" +
"SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.")]
public bool EnableSceneManagement = true;
/// <summary>
/// Whether or not the netcode should check for differences in the prefabs at connection.
/// If you dynamically add prefabs at runtime, turn this OFF
/// </summary>
[Tooltip("Whether or not the netcode should check for differences in the prefab lists at connection")]
public bool ForceSamePrefabs = true;
/// <summary>
/// If true, NetworkIds will be reused after the NetworkIdRecycleDelay.
/// </summary>
[Tooltip("If true, NetworkIds will be reused after the NetworkIdRecycleDelay")]
public bool RecycleNetworkIds = true;
/// <summary>
/// The amount of seconds a NetworkId has to be unused in order for it to be reused.
/// </summary>
[Tooltip("The amount of seconds a NetworkId has to unused in order for it to be reused")]
public float NetworkIdRecycleDelay = 120f;
/// <summary>
/// Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions
/// </summary>
[Tooltip("The maximum amount of bytes to use for RPC messages.")]
public HashSize RpcHashSize = HashSize.VarIntFourBytes;
/// <summary>
/// The amount of seconds to wait for all clients to load or unload a requested scene
/// </summary>
[Tooltip("The amount of seconds to wait for all clients to load or unload a requested scene (only when EnableSceneManagement is enabled)")]
public int LoadSceneTimeOut = 120;
/// <summary>
/// The amount of time a message should be buffered for without being consumed. If it is not consumed within this time, it will be dropped.
/// </summary>
[Tooltip("The amount of time a message should be buffered for without being consumed. If it is not consumed within this time, it will be dropped")]
public float MessageBufferTimeout = 20f;
/// <summary>
/// Whether or not to enable network logs.
/// </summary>
public bool EnableNetworkLogs = true;
/// <summary>
/// Whether or not to enable Snapshot System for variable updates. Not supported in this version.
/// </summary>
public bool UseSnapshotDelta { get; internal set; } = false;
/// <summary>
/// Whether or not to enable Snapshot System for spawn and despawn commands. Not supported in this version.
/// </summary>
public bool UseSnapshotSpawn { get; internal set; } = false;
/// <summary>
/// When Snapshot System spawn is enabled: max size of Snapshot Messages. Meant to fit MTU.
/// </summary>
public int SnapshotMaxSpawnUsage { get; } = 1000;
public const int RttAverageSamples = 5; // number of RTT to keep an average of (plus one)
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
/// <summary>
/// Returns a base64 encoded version of the configuration
/// </summary>
/// <returns></returns>
public string ToBase64()
{
NetworkConfig config = this;
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
using (writer)
{
writer.WriteValueSafe(config.ProtocolVersion);
writer.WriteValueSafe(config.TickRate);
writer.WriteValueSafe(config.ClientConnectionBufferTimeout);
writer.WriteValueSafe(config.ConnectionApproval);
writer.WriteValueSafe(config.LoadSceneTimeOut);
writer.WriteValueSafe(config.EnableTimeResync);
writer.WriteValueSafe(config.EnsureNetworkVariableLengthSafety);
writer.WriteValueSafe(config.RpcHashSize);
writer.WriteValueSafe(ForceSamePrefabs);
writer.WriteValueSafe(EnableSceneManagement);
writer.WriteValueSafe(RecycleNetworkIds);
writer.WriteValueSafe(NetworkIdRecycleDelay);
writer.WriteValueSafe(EnableNetworkLogs);
// Allocates
return Convert.ToBase64String(writer.ToArray());
}
}
/// <summary>
/// Sets the NetworkConfig data with that from a base64 encoded version
/// </summary>
/// <param name="base64">The base64 encoded version</param>
public void FromBase64(string base64)
{
NetworkConfig config = this;
byte[] binary = Convert.FromBase64String(base64);
using var reader = new FastBufferReader(binary, Allocator.Temp);
using (reader)
{
reader.ReadValueSafe(out config.ProtocolVersion);
reader.ReadValueSafe(out config.TickRate);
reader.ReadValueSafe(out config.ClientConnectionBufferTimeout);
reader.ReadValueSafe(out config.ConnectionApproval);
reader.ReadValueSafe(out config.LoadSceneTimeOut);
reader.ReadValueSafe(out config.EnableTimeResync);
reader.ReadValueSafe(out config.EnsureNetworkVariableLengthSafety);
reader.ReadValueSafe(out config.RpcHashSize);
reader.ReadValueSafe(out config.ForceSamePrefabs);
reader.ReadValueSafe(out config.EnableSceneManagement);
reader.ReadValueSafe(out config.RecycleNetworkIds);
reader.ReadValueSafe(out config.NetworkIdRecycleDelay);
reader.ReadValueSafe(out config.EnableNetworkLogs);
}
}
private ulong? m_ConfigHash = null;
/// <summary>
/// Gets a SHA256 hash of parts of the NetworkConfig instance
/// </summary>
/// <param name="cache"></param>
/// <returns></returns>
public ulong GetConfig(bool cache = true)
{
if (m_ConfigHash != null && cache)
{
return m_ConfigHash.Value;
}
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, int.MaxValue);
using (writer)
{
writer.WriteValueSafe(ProtocolVersion);
writer.WriteValueSafe(NetworkConstants.PROTOCOL_VERSION);
if (ForceSamePrefabs)
{
var sortedDictionary = NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
foreach (var sortedEntry in sortedDictionary)
{
writer.WriteValueSafe(sortedEntry.Key);
}
}
writer.WriteValueSafe(TickRate);
writer.WriteValueSafe(ConnectionApproval);
writer.WriteValueSafe(ForceSamePrefabs);
writer.WriteValueSafe(EnableSceneManagement);
writer.WriteValueSafe(EnsureNetworkVariableLengthSafety);
writer.WriteValueSafe(RpcHashSize);
if (cache)
{
m_ConfigHash = XXHash.Hash64(writer.ToArray());
return m_ConfigHash.Value;
}
return XXHash.Hash64(writer.ToArray());
}
}
/// <summary>
/// Compares a SHA256 hash with the current NetworkConfig instances hash
/// </summary>
/// <param name="hash"></param>
/// <returns></returns>
public bool CompareConfig(ulong hash)
{
return hash == GetConfig();
}
}
}