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.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
187 lines
6.8 KiB
C#
187 lines
6.8 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Unity.Netcode
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{
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/// <summary>
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/// A struct to represent a point of time in a networked game.
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/// Time is stored as a combination of amount of passed ticks + a duration offset.
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/// This struct is meant to replace the Unity <see cref="Time"/> API for multiplayer gameplay.
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/// </summary>
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public struct NetworkTime
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{
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private double m_TimeSec;
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private uint m_TickRate;
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private double m_TickInterval;
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private int m_CachedTick;
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private double m_CachedTickOffset;
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/// <summary>
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/// Gets the amount of time which has passed since the last network tick.
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/// </summary>
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public double TickOffset => m_CachedTickOffset;
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/// <summary>
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/// Gets the current time. This is a non fixed time value and similar to <see cref="Time.time"/>.
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/// </summary>
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public double Time => m_TimeSec;
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/// <summary>
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/// Gets the current time as a float.
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/// </summary>
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public float TimeAsFloat => (float)m_TimeSec;
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/// <summary>
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/// Gets he current fixed network time. This is the time value of the last network tick. Similar to <see cref="Time.fixedUnscaledTime"/>.
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/// </summary>
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public double FixedTime => m_CachedTick * m_TickInterval;
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/// <summary>
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/// Gets the fixed delta time. This value is based on the <see cref="TickRate"/> and stays constant.
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/// Similar to <see cref="Time.fixedUnscaledTime"/> There is no equivalent to <see cref="Time.deltaTime"/>.
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/// </summary>
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public float FixedDeltaTime => (float)m_TickInterval;
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/// <summary>
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/// Gets the amount of network ticks which have passed until reaching the current time value.
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/// </summary>
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public int Tick => m_CachedTick;
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/// <summary>
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/// Gets the tickrate of the system of this <see cref="NetworkTime"/>.
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/// Ticks per second.
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/// </summary>
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public uint TickRate => m_TickRate;
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkTime"/> struct.
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/// </summary>
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/// <param name="tickRate">The tickrate.</param>
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public NetworkTime(uint tickRate)
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{
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Assert.IsTrue(tickRate > 0, "Tickrate must be a positive value.");
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m_TickRate = tickRate;
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m_TickInterval = 1f / m_TickRate; // potential floating point precision issue, could result in different interval on different machines
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m_CachedTickOffset = 0;
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m_CachedTick = 0;
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m_TimeSec = 0;
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}
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkTime"/> struct.
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/// </summary>
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/// <param name="tickRate">The tickrate.</param>
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/// <param name="tick">The time will be created with a value where this many tick have already passed.</param>
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/// <param name="tickOffset">Can be used to create a <see cref="NetworkTime"/> with a non fixed time value by adding an offset to the given tick value.</param>
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public NetworkTime(uint tickRate, int tick, double tickOffset = 0d)
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: this(tickRate)
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{
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Assert.IsTrue(tickOffset < 1d / tickRate);
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m_CachedTickOffset = tickOffset;
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m_CachedTick = tick;
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m_TimeSec = tick * m_TickInterval + tickOffset;
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}
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkTime"/> struct.
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/// </summary>
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/// <param name="tickRate">The tickrate.</param>
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/// <param name="timeSec">The time value as a float.</param>
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public NetworkTime(uint tickRate, double timeSec)
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: this(tickRate)
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{
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this += timeSec;
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}
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/// <summary>
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/// Converts the network time into a fixed time value.
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/// </summary>
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/// <returns>A <see cref="NetworkTime"/> where Time is the FixedTime value of this instance.</returns>
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public NetworkTime ToFixedTime()
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{
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return new NetworkTime(m_TickRate, m_CachedTick);
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}
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/// <summary>
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/// Returns the time a number of ticks in the past.
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/// </summary>
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/// <param name="ticks">The number of ticks ago we're querying the time</param>
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/// <returns></returns>
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public NetworkTime TimeTicksAgo(int ticks, float offset = 0.0f)
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{
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return this - new NetworkTime(TickRate, ticks, offset);
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}
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private void UpdateCache()
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{
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double d = m_TimeSec / m_TickInterval;
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m_CachedTick = (int)d;
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// This check is needed due to double division imprecision of large numbers
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if ((d - m_CachedTick) >= 0.999999999999)
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{
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m_CachedTick++;
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}
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m_CachedTickOffset = ((d - Math.Truncate(d)) * m_TickInterval);
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// This handles negative time, decreases tick by 1 and makes offset positive.
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if (m_CachedTick < 0 && m_CachedTickOffset != 0d)
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{
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m_CachedTick--;
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m_CachedTickOffset = m_TickInterval + m_CachedTickOffset;
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}
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}
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/// <summary>
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/// Computes the time difference between two ticks
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/// </summary>
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/// <param name="a">End time</param>
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/// <param name="b">Start time</param>
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/// <returns>The time difference between start and end</returns>
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public static NetworkTime operator -(NetworkTime a, NetworkTime b)
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{
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return new NetworkTime(a.TickRate, a.Time - b.Time);
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}
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/// <summary>
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/// Computes the sum of two times
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/// </summary>
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/// <param name="a">First time</param>
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/// <param name="b">Second time</param>
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/// <returns>The sum of the two times passed in</returns>
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public static NetworkTime operator +(NetworkTime a, NetworkTime b)
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{
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return new NetworkTime(a.TickRate, a.Time + b.Time);
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}
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/// <summary>
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/// Computes the time a number of seconds later
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/// </summary>
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/// <param name="a">The start time</param>
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/// <param name="b">The number of seconds to add</param>
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/// <returns>The resulting time</returns>
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public static NetworkTime operator +(NetworkTime a, double b)
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{
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a.m_TimeSec += b;
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a.UpdateCache();
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return a;
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}
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/// <summary>
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/// Computes the time a number of seconds before
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/// </summary>
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/// <param name="a">The start time</param>
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/// <param name="b">The number of seconds to remove</param>
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/// <returns>The resulting time</returns>
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public static NetworkTime operator -(NetworkTime a, double b)
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{
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return a + -b;
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}
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}
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}
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