This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

261 lines
12 KiB
C#

using System.Collections.Generic;
using Unity.Collections;
namespace Unity.Netcode
{
internal struct ConnectionApprovedMessage : INetworkMessage
{
private const int k_VersionAddClientIds = 1;
public int Version => k_VersionAddClientIds;
public ulong OwnerClientId;
public int NetworkTick;
// The cloud state service should set this if we are restoring a session
public bool IsRestoredSession;
public ulong CurrentSessionOwner;
// Not serialized
public bool IsDistributedAuthority;
// Not serialized, held as references to serialize NetworkVariable data
public HashSet<NetworkObject> SpawnedObjectsList;
private FastBufferReader m_ReceivedSceneObjectData;
public NativeArray<MessageVersionData> MessageVersions;
public NativeArray<ulong> ConnectedClientIds;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
// ============================================================
// BEGIN FORBIDDEN SEGMENT
// DO NOT CHANGE THIS HEADER. Everything added to this message
// must go AFTER the message version header.
// ============================================================
BytePacker.WriteValueBitPacked(writer, MessageVersions.Length);
foreach (var messageVersion in MessageVersions)
{
messageVersion.Serialize(writer);
}
// ============================================================
// END FORBIDDEN SEGMENT
// ============================================================
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
BytePacker.WriteValueBitPacked(writer, NetworkTick);
if (IsDistributedAuthority)
{
writer.WriteValueSafe(IsRestoredSession);
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
}
if (targetVersion >= k_VersionAddClientIds)
{
writer.WriteValueSafe(ConnectedClientIds);
}
uint sceneObjectCount = 0;
// When SpawnedObjectsList is not null then scene management is disabled. Provide a list of
// all observed and spawned NetworkObjects that the approved client needs to synchronize.
if (SpawnedObjectsList != null)
{
var pos = writer.Position;
writer.Seek(writer.Position + FastBufferWriter.GetWriteSize(sceneObjectCount));
// Serialize NetworkVariable data
foreach (var sobj in SpawnedObjectsList)
{
if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
{
sobj.Observers.Add(OwnerClientId);
// In distributed authority mode, we send the currently known observers of each NetworkObject to the client being synchronized.
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId, IsDistributedAuthority);
sceneObject.Serialize(writer);
++sceneObjectCount;
}
}
writer.Seek(pos);
// Can't pack this value because its space is reserved, so it needs to always use all the reserved space.
writer.WriteValueSafe(sceneObjectCount);
writer.Seek(writer.Length);
}
else
{
writer.WriteValueSafe(sceneObjectCount);
}
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsClient)
{
return false;
}
// ============================================================
// BEGIN FORBIDDEN SEGMENT
// DO NOT CHANGE THIS HEADER. Everything added to this message
// must go AFTER the message version header.
// ============================================================
ByteUnpacker.ReadValueBitPacked(reader, out int length);
var messageHashesInOrder = new NativeArray<uint>(length, Allocator.Temp);
for (var i = 0; i < length; ++i)
{
var messageVersion = new MessageVersionData();
messageVersion.Deserialize(reader);
networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
messageHashesInOrder[i] = messageVersion.Hash;
// Update the received version since this message will always be passed version 0, due to the map not
// being initialized until just now.
var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
if (messageType == typeof(ConnectionApprovedMessage))
{
receivedMessageVersion = messageVersion.Version;
}
}
networkManager.ConnectionManager.MessageManager.SetServerMessageOrder(messageHashesInOrder);
messageHashesInOrder.Dispose();
// ============================================================
// END FORBIDDEN SEGMENT
// ============================================================
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
if (networkManager.DistributedAuthorityMode)
{
reader.ReadValueSafe(out IsRestoredSession);
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
}
if (receivedMessageVersion >= k_VersionAddClientIds)
{
reader.ReadValueSafe(out ConnectedClientIds, Allocator.TempJob);
}
else
{
ConnectedClientIds = new NativeArray<ulong>(0, Allocator.TempJob);
}
m_ReceivedSceneObjectData = reader;
return true;
}
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"[Client-{OwnerClientId}] Connection approved! Synchronizing...");
}
networkManager.LocalClientId = OwnerClientId;
networkManager.MessageManager.SetLocalClientId(networkManager.LocalClientId);
networkManager.NetworkMetrics.SetConnectionId(networkManager.LocalClientId);
if (networkManager.DistributedAuthorityMode)
{
networkManager.SetSessionOwner(CurrentSessionOwner);
if (networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
{
networkManager.SceneManager.InitializeScenesLoaded();
}
}
var time = new NetworkTime(networkManager.NetworkTickSystem.TickRate, NetworkTick);
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
networkManager.ConnectionManager.LocalClient.SetRole(false, true, networkManager);
networkManager.ConnectionManager.LocalClient.IsApproved = true;
networkManager.ConnectionManager.LocalClient.ClientId = OwnerClientId;
// Stop the client-side approval timeout coroutine since we are approved.
networkManager.ConnectionManager.StopClientApprovalCoroutine();
networkManager.ConnectionManager.ConnectedClientIds.Clear();
foreach (var clientId in ConnectedClientIds)
{
if (!networkManager.ConnectionManager.ConnectedClientIds.Contains(clientId))
{
networkManager.ConnectionManager.AddClient(clientId);
}
}
// Only if scene management is disabled do we handle NetworkObject synchronization at this point
if (!networkManager.NetworkConfig.EnableSceneManagement)
{
// DANGO-TODO: This is a temporary fix for no DA CMB scene event handling.
// We will either use this same concept or provide some way for the CMB state plugin to handle it.
if (networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
{
networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
}
else
{
networkManager.SpawnManager.DestroySceneObjects();
}
m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount);
// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
// to create a list to hold the data. This is a breach of convention for performance reasons.
for (ushort i = 0; i < sceneObjectCount; i++)
{
var sceneObject = new NetworkObject.SceneObject();
sceneObject.Deserialize(m_ReceivedSceneObjectData);
NetworkObject.AddSceneObject(sceneObject, m_ReceivedSceneObjectData, networkManager);
}
// Mark the client being connected
networkManager.IsConnectedClient = true;
if (networkManager.AutoSpawnPlayerPrefabClientSide)
{
networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
}
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"[Client-{OwnerClientId}][Scene Management Disabled] Synchronization complete!");
}
// When scene management is disabled we notify after everything is synchronized
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
// For convenience, notify all NetworkBehaviours that synchronization is complete.
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
{
networkObject.InternalNetworkSessionSynchronized();
}
}
else
{
if (networkManager.DistributedAuthorityMode && networkManager.CMBServiceConnection && networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
{
// Mark the client being connected
networkManager.IsConnectedClient = true;
networkManager.SceneManager.IsRestoringSession = IsRestoredSession;
if (!IsRestoredSession)
{
// Spawn any in-scene placed NetworkObjects
networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// Spawn the local player of the session owner
if (networkManager.AutoSpawnPlayerPrefabClientSide)
{
networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
}
// Synchronize the service with the initial session owner's loaded scenes and spawned objects
networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
}
}
}
ConnectedClientIds.Dispose();
}
}
}