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com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.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

111 lines
4.6 KiB
C#

using System;
using UnityEngine;
namespace Unity.Netcode
{
public abstract class NetworkTransport : MonoBehaviour
{
/// <summary>
/// A constant `clientId` that represents the server
/// When this value is found in methods such as `Send`, it should be treated as a placeholder that means "the server"
/// </summary>
public abstract ulong ServerClientId { get; }
/// <summary>
/// Gets a value indicating whether this <see cref="T:NetworkTransport"/> is supported in the current runtime context
/// This is used by multiplex adapters
/// </summary>
/// <value><c>true</c> if is supported; otherwise, <c>false</c>.</value>
public virtual bool IsSupported => true;
internal INetworkMetrics NetworkMetrics;
/// <summary>
/// Delegate for transport network events
/// </summary>
public delegate void TransportEventDelegate(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime);
/// <summary>
/// Occurs when the transport has a new transport network event.
/// Can be used to make an event based transport instead of a poll based.
/// Invocation has to occur on the Unity thread in the Update loop.
/// </summary>
public event TransportEventDelegate OnTransportEvent;
/// <summary>
/// Invokes the <see cref="OnTransportEvent"/>. Invokation has to occur on the Unity thread in the Update loop.
/// </summary>
/// <param name="eventType">The event type</param>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
protected void InvokeOnTransportEvent(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime)
{
OnTransportEvent?.Invoke(eventType, clientId, payload, receiveTime);
}
/// <summary>
/// Send a payload to the specified clientId, data and channelName.
/// </summary>
/// <param name="clientId">The clientId to send to</param>
/// <param name="payload">The data to send</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public abstract void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery);
/// <summary>
/// Polls for incoming events, with an extra output parameter to report the precise time the event was received.
/// </summary>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
/// <returns>Returns the event type</returns>
public abstract NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime);
/// <summary>
/// Connects client to the server
/// </summary>
public abstract bool StartClient();
/// <summary>
/// Starts to listening for incoming clients
/// </summary>
public abstract bool StartServer();
/// <summary>
/// Disconnects a client from the server
/// </summary>
/// <param name="clientId">The clientId to disconnect</param>
public abstract void DisconnectRemoteClient(ulong clientId);
/// <summary>
/// Disconnects the local client from the server
/// </summary>
public abstract void DisconnectLocalClient();
/// <summary>
/// Gets the round trip time for a specific client. This method is optional
/// </summary>
/// <param name="clientId">The clientId to get the RTT from</param>
/// <returns>Returns the round trip time in milliseconds </returns>
public abstract ulong GetCurrentRtt(ulong clientId);
/// <summary>
/// Shuts down the transport
/// </summary>
public abstract void Shutdown();
/// <summary>
/// Initializes the transport
/// </summary>
/// /// <param name="networkManager">optionally pass in NetworkManager</param>
public abstract void Initialize(NetworkManager networkManager = null);
}
#if UNITY_INCLUDE_TESTS
public abstract class TestingNetworkTransport : NetworkTransport
{
}
#endif
}