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com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
2022-04-01 00:00:00 +00:00

259 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;
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();
}
}
}