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)
592 lines
26 KiB
C#
592 lines
26 KiB
C#
using System.Collections.Generic;
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using Unity.Collections;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Configuration for the default method by which an RPC is communicated across the network
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/// </summary>
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public enum SendTo
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{
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/// <summary>
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/// Send to the NetworkObject's current owner.
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/// Will execute locally if the local process is the owner.
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/// </summary>
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Owner,
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/// <summary>
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/// Send to everyone but the current owner, filtered to the current observer list.
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/// Will execute locally if the local process is not the owner.
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/// </summary>
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NotOwner,
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/// <summary>
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/// Send to the server, regardless of ownership.
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/// Will execute locally if invoked on the server.
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/// </summary>
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Server,
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/// <summary>
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/// Send to everyone but the server, filtered to the current observer list.
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/// Will NOT send to a server running in host mode - it is still treated as a server.
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/// If you want to send to servers when they are host, but not when they are dedicated server, use
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/// <see cref="ClientsAndHost"/>.
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/// <br />
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/// <br />
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/// Will execute locally if invoked on a client.
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/// Will NOT execute locally if invoked on a server running in host mode.
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/// </summary>
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NotServer,
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/// <summary>
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/// Execute this RPC locally.
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/// <br />
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/// <br />
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/// Normally this is no different from a standard function call.
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/// <br />
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/// <br />
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/// Using the DeferLocal parameter of the attribute or the LocalDeferMode override in RpcSendParams,
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/// this can allow an RPC to be processed on localhost with a one-frame delay as if it were sent over
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/// the network.
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/// </summary>
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Me,
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/// <summary>
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/// Send this RPC to everyone but the local machine, filtered to the current observer list.
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/// </summary>
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NotMe,
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/// <summary>
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/// Send this RPC to everone, filtered to the current observer list.
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/// Will execute locally.
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/// </summary>
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Everyone,
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/// <summary>
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/// Send this RPC to all clients, including the host, if a host exists.
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/// If the server is running in host mode, this is the same as <see cref="Everyone" />.
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/// If the server is running in dedicated server mode, this is the same as <see cref="NotServer" />.
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/// </summary>
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ClientsAndHost,
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/// <summary>
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/// Send this RPC to the authority.
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/// In distributed authority mode, this will be the owner of the NetworkObject.
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/// In normal client-server mode, this is basically the exact same thing as a server rpc.
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/// </summary>
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Authority,
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/// <summary>
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/// Send this RPC to all non-authority instances.
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/// In distributed authority mode, this will be the non-owners of the NetworkObject.
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/// In normal client-server mode, this is basically the exact same thing as a client rpc.
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/// </summary>
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NotAuthority,
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/// <summary>
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/// This RPC cannot be sent without passing in a target in RpcSendParams.
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/// </summary>
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SpecifiedInParams
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}
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public enum RpcTargetUse
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{
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Temp,
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Persistent
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}
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/// <summary>
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/// Implementations of the various <see cref="SendTo"/> options, as well as additional runtime-only options
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/// <see cref="Single"/>,
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/// <see cref="Group(NativeArray{ulong})"/>,
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/// <see cref="Group(NativeList{ulong})"/>,
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/// <see cref="Group(ulong[])"/>,
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/// <see cref="Group{T}(T)"/>, <see cref="Not(ulong)"/>,
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/// <see cref="Not(NativeArray{ulong})"/>,
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/// <see cref="Not(NativeList{ulong})"/>,
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/// <see cref="Not(ulong[])"/>, and
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/// <see cref="Not{T}(T)"/>
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/// </summary>
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public class RpcTarget
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{
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private NetworkManager m_NetworkManager;
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internal RpcTarget(NetworkManager manager)
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{
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m_NetworkManager = manager;
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Everyone = new EveryoneRpcTarget(manager);
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Owner = new OwnerRpcTarget(manager);
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NotOwner = new NotOwnerRpcTarget(manager);
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Server = new ServerRpcTarget(manager);
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NotServer = new NotServerRpcTarget(manager);
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NotMe = new NotMeRpcTarget(manager);
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Me = new LocalSendRpcTarget(manager);
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ClientsAndHost = new ClientsAndHostRpcTarget(manager);
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Authority = new AuthorityRpcTarget(manager);
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NotAuthority = new NotAuthorityRpcTarget(manager);
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m_CachedProxyRpcTargetGroup = new ProxyRpcTargetGroup(manager);
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m_CachedTargetGroup = new RpcTargetGroup(manager);
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m_CachedDirectSendTarget = new DirectSendRpcTarget(manager);
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m_CachedProxyRpcTarget = new ProxyRpcTarget(0, manager);
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m_CachedProxyRpcTargetGroup.Lock();
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m_CachedTargetGroup.Lock();
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m_CachedDirectSendTarget.Lock();
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m_CachedProxyRpcTarget.Lock();
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}
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public void Dispose()
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{
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Everyone.Dispose();
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Owner.Dispose();
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NotOwner.Dispose();
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Server.Dispose();
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NotServer.Dispose();
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NotMe.Dispose();
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Me.Dispose();
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ClientsAndHost.Dispose();
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Authority.Dispose();
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NotAuthority.Dispose();
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m_CachedProxyRpcTargetGroup.Unlock();
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m_CachedTargetGroup.Unlock();
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m_CachedDirectSendTarget.Unlock();
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m_CachedProxyRpcTarget.Unlock();
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m_CachedProxyRpcTargetGroup.Dispose();
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m_CachedTargetGroup.Dispose();
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m_CachedDirectSendTarget.Dispose();
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m_CachedProxyRpcTarget.Dispose();
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}
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/// <summary>
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/// Send to the NetworkObject's current owner.
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/// Will execute locally if the local process is the owner.
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/// </summary>
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public BaseRpcTarget Owner;
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/// <summary>
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/// Send to everyone but the current owner, filtered to the current observer list.
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/// Will execute locally if the local process is not the owner.
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/// </summary>
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public BaseRpcTarget NotOwner;
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/// <summary>
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/// Send to the server, regardless of ownership.
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/// Will execute locally if invoked on the server.
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/// </summary>
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public BaseRpcTarget Server;
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/// <summary>
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/// Send to everyone but the server, filtered to the current observer list.
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/// Will NOT send to a server running in host mode - it is still treated as a server.
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/// If you want to send to servers when they are host, but not when they are dedicated server, use
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/// <see cref="SendTo.ClientsAndHost"/>.
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/// <br />
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/// <br />
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/// Will execute locally if invoked on a client.
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/// Will NOT execute locally if invoked on a server running in host mode.
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/// </summary>
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public BaseRpcTarget NotServer;
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/// <summary>
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/// Execute this RPC locally.
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/// <br />
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/// <br />
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/// Normally this is no different from a standard function call.
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/// <br />
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/// <br />
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/// Using the DeferLocal parameter of the attribute or the LocalDeferMode override in RpcSendParams,
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/// this can allow an RPC to be processed on localhost with a one-frame delay as if it were sent over
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/// the network.
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/// </summary>
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public BaseRpcTarget Me;
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/// <summary>
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/// Send this RPC to everyone but the local machine, filtered to the current observer list.
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/// </summary>
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public BaseRpcTarget NotMe;
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/// <summary>
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/// Send this RPC to everone, filtered to the current observer list.
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/// Will execute locally.
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/// </summary>
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public BaseRpcTarget Everyone;
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/// <summary>
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/// Send this RPC to all clients, including the host, if a host exists.
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/// If the server is running in host mode, this is the same as <see cref="Everyone" />.
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/// If the server is running in dedicated server mode, this is the same as <see cref="NotServer" />.
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/// </summary>
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public BaseRpcTarget ClientsAndHost;
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/// <summary>
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/// Send this RPC to the authority.
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/// In distributed authority mode, this will be the owner of the NetworkObject.
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/// In normal client-server mode, this is basically the exact same thing as a server rpc.
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/// </summary>
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public BaseRpcTarget Authority;
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/// <summary>
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/// Send this RPC to all non-authority instances.
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/// In distributed authority mode, this will be the non-owners of the NetworkObject.
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/// In normal client-server mode, this is basically the exact same thing as a client rpc.
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/// </summary>
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public BaseRpcTarget NotAuthority;
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/// <summary>
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/// Send to a specific single client ID.
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/// </summary>
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/// <param name="clientId"></param>
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/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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/// be overwritten in future calls to Single(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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/// <returns></returns>
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public BaseRpcTarget Single(ulong clientId, RpcTargetUse use)
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{
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if (clientId == m_NetworkManager.LocalClientId)
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{
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return Me;
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}
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if (m_NetworkManager.IsServer || clientId == NetworkManager.ServerClientId)
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{
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if (use == RpcTargetUse.Persistent)
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{
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return new DirectSendRpcTarget(clientId, m_NetworkManager);
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}
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m_CachedDirectSendTarget.SetClientId(clientId);
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return m_CachedDirectSendTarget;
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}
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if (use == RpcTargetUse.Persistent)
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{
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return new ProxyRpcTarget(clientId, m_NetworkManager);
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}
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m_CachedProxyRpcTarget.SetClientId(clientId);
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return m_CachedProxyRpcTarget;
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}
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/// <summary>
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/// Send to everyone EXCEPT a specific single client ID.
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/// </summary>
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/// <param name="excludedClientId"></param>
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/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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/// <returns></returns>
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public BaseRpcTarget Not(ulong excludedClientId, RpcTargetUse use)
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{
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IGroupRpcTarget target;
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if (m_NetworkManager.IsServer)
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{
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if (use == RpcTargetUse.Persistent)
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{
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target = new RpcTargetGroup(m_NetworkManager);
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}
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else
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{
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target = m_CachedTargetGroup;
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}
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}
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else
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{
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if (use == RpcTargetUse.Persistent)
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{
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target = new ProxyRpcTargetGroup(m_NetworkManager);
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}
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else
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{
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target = m_CachedProxyRpcTargetGroup;
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}
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}
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target.Clear();
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foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
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{
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if (clientId != excludedClientId)
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{
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target.Add(clientId);
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}
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}
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// If ServerIsHost, ConnectedClientIds already contains ServerClientId and this would duplicate it.
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if (!m_NetworkManager.ServerIsHost && excludedClientId != NetworkManager.ServerClientId)
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{
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target.Add(NetworkManager.ServerClientId);
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}
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return target.Target;
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}
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/// <summary>
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/// Sends to a group of client IDs.
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/// NativeArrays can be trivially constructed using Allocator.Temp, making this an efficient
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/// Group method if the group list is dynamically constructed.
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/// </summary>
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/// <param name="clientIds"></param>
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/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
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/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
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/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
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/// <returns></returns>
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public BaseRpcTarget Group(NativeArray<ulong> clientIds, RpcTargetUse use)
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{
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IGroupRpcTarget target;
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if (m_NetworkManager.IsServer)
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{
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if (use == RpcTargetUse.Persistent)
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{
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target = new RpcTargetGroup(m_NetworkManager);
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}
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else
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{
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target = m_CachedTargetGroup;
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}
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}
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else
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{
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if (use == RpcTargetUse.Persistent)
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{
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target = new ProxyRpcTargetGroup(m_NetworkManager);
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}
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else
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{
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target = m_CachedProxyRpcTargetGroup;
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}
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}
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target.Clear();
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foreach (var clientId in clientIds)
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{
|
|
target.Add(clientId);
|
|
}
|
|
|
|
return target.Target;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to a group of client IDs.
|
|
/// NativeList can be trivially constructed using Allocator.Temp, making this an efficient
|
|
/// Group method if the group list is dynamically constructed.
|
|
/// </summary>
|
|
/// <param name="clientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Group(NativeList<ulong> clientIds, RpcTargetUse use)
|
|
{
|
|
var asArray = clientIds.AsArray();
|
|
return Group(asArray, use);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to a group of client IDs.
|
|
/// Constructing arrays requires garbage collected allocations. This override is only recommended
|
|
/// if you either have no strict performance requirements, or have the group of client IDs cached so
|
|
/// it is not created each time.
|
|
/// </summary>
|
|
/// <param name="clientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Group(ulong[] clientIds, RpcTargetUse use)
|
|
{
|
|
return Group(new NativeArray<ulong>(clientIds, Allocator.Temp), use);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to a group of client IDs.
|
|
/// This accepts any IEnumerable type, such as List<ulong>, but cannot be called without
|
|
/// a garbage collected allocation (even if the type itself is a struct type, due to boxing).
|
|
/// This override is only recommended if you either have no strict performance requirements,
|
|
/// or have the group of client IDs cached so it is not created each time.
|
|
/// </summary>
|
|
/// <param name="clientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Group<T>(T clientIds, RpcTargetUse use) where T : IEnumerable<ulong>
|
|
{
|
|
IGroupRpcTarget target;
|
|
if (m_NetworkManager.IsServer)
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new RpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedTargetGroup;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new ProxyRpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedProxyRpcTargetGroup;
|
|
}
|
|
}
|
|
target.Clear();
|
|
foreach (var clientId in clientIds)
|
|
{
|
|
target.Add(clientId);
|
|
}
|
|
|
|
return target.Target;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to everyone EXCEPT a group of client IDs.
|
|
/// NativeArrays can be trivially constructed using Allocator.Temp, making this an efficient
|
|
/// Group method if the group list is dynamically constructed.
|
|
/// </summary>
|
|
/// <param name="excludedClientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Not(NativeArray<ulong> excludedClientIds, RpcTargetUse use)
|
|
{
|
|
IGroupRpcTarget target;
|
|
if (m_NetworkManager.IsServer)
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new RpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedTargetGroup;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new ProxyRpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedProxyRpcTargetGroup;
|
|
}
|
|
}
|
|
target.Clear();
|
|
|
|
using var asASet = new NativeHashSet<ulong>(excludedClientIds.Length, Allocator.Temp);
|
|
foreach (var clientId in excludedClientIds)
|
|
{
|
|
asASet.Add(clientId);
|
|
}
|
|
|
|
foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (!asASet.Contains(clientId))
|
|
{
|
|
target.Add(clientId);
|
|
}
|
|
}
|
|
|
|
// If ServerIsHost, ConnectedClientIds already contains ServerClientId and this would duplicate it.
|
|
if (!m_NetworkManager.ServerIsHost && !asASet.Contains(NetworkManager.ServerClientId))
|
|
{
|
|
target.Add(NetworkManager.ServerClientId);
|
|
}
|
|
|
|
return target.Target;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to everyone EXCEPT a group of client IDs.
|
|
/// NativeList can be trivially constructed using Allocator.Temp, making this an efficient
|
|
/// Group method if the group list is dynamically constructed.
|
|
/// </summary>
|
|
/// <param name="excludedClientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Not(NativeList<ulong> excludedClientIds, RpcTargetUse use)
|
|
{
|
|
var asArray = excludedClientIds.AsArray();
|
|
return Not(asArray, use);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to everyone EXCEPT a group of client IDs.
|
|
/// Constructing arrays requires garbage collected allocations. This override is only recommended
|
|
/// if you either have no strict performance requirements, or have the group of client IDs cached so
|
|
/// it is not created each time.
|
|
/// </summary>
|
|
/// <param name="excludedClientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Not(ulong[] excludedClientIds, RpcTargetUse use)
|
|
{
|
|
return Not(new NativeArray<ulong>(excludedClientIds, Allocator.Temp), use);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends to everyone EXCEPT a group of client IDs.
|
|
/// This accepts any IEnumerable type, such as List<ulong>, but cannot be called without
|
|
/// a garbage collected allocation (even if the type itself is a struct type, due to boxing).
|
|
/// This override is only recommended if you either have no strict performance requirements,
|
|
/// or have the group of client IDs cached so it is not created each time.
|
|
/// </summary>
|
|
/// <param name="excludedClientIds"></param>
|
|
/// <param name="use"><see cref="RpcTargetUse.Temp"/> will return a cached target, which should not be stored as it will
|
|
/// be overwritten in future calls to Not() or Group(). Do not call Dispose() on Temp targets.<br /><br /><see cref="RpcTargetUse.Persistent"/> will
|
|
/// return a new target, which can be stored, but should not be done frequently because it results in a GC allocation. You must call Dispose() on Persistent targets when you are done with them.</param>
|
|
/// <returns></returns>
|
|
public BaseRpcTarget Not<T>(T excludedClientIds, RpcTargetUse use) where T : IEnumerable<ulong>
|
|
{
|
|
IGroupRpcTarget target;
|
|
if (m_NetworkManager.IsServer)
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new RpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedTargetGroup;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (use == RpcTargetUse.Persistent)
|
|
{
|
|
target = new ProxyRpcTargetGroup(m_NetworkManager);
|
|
}
|
|
else
|
|
{
|
|
target = m_CachedProxyRpcTargetGroup;
|
|
}
|
|
}
|
|
target.Clear();
|
|
|
|
using var asASet = new NativeHashSet<ulong>(m_NetworkManager.ConnectedClientsIds.Count, Allocator.Temp);
|
|
foreach (var clientId in excludedClientIds)
|
|
{
|
|
asASet.Add(clientId);
|
|
}
|
|
|
|
foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (!asASet.Contains(clientId))
|
|
{
|
|
target.Add(clientId);
|
|
}
|
|
}
|
|
|
|
// If ServerIsHost, ConnectedClientIds already contains ServerClientId and this would duplicate it.
|
|
if (!m_NetworkManager.ServerIsHost && !asASet.Contains(NetworkManager.ServerClientId))
|
|
{
|
|
target.Add(NetworkManager.ServerClientId);
|
|
}
|
|
|
|
return target.Target;
|
|
}
|
|
|
|
private ProxyRpcTargetGroup m_CachedProxyRpcTargetGroup;
|
|
private RpcTargetGroup m_CachedTargetGroup;
|
|
private DirectSendRpcTarget m_CachedDirectSendTarget;
|
|
private ProxyRpcTarget m_CachedProxyRpcTarget;
|
|
}
|
|
}
|