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). ## [1.2.0] - 2022-11-21 ### Added - Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290) - Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280) ### Changed - Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310) - When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276) ### Fixed - Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298) - Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296) - Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292) - Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281) - Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277) - Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265) ### Removed - Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
49 lines
2.7 KiB
C#
49 lines
2.7 KiB
C#
using Unity.Collections;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Base building block for creating a message. Any struct (or class) that implements INetworkMessage
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/// will automatically be found by the system and all the proper mechanisms for sending and receiving
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/// that message will be hooked up automatically.
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///
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/// It's generally recommended to implement INetworkMessage types as structs, and define your messages
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/// as close as you can to the network transport format. For messages with no dynamic-length or optional
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/// data, FastBufferWriter allows for serializing the entire struct at once via writer.WriteValue(this)
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///
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/// In addition to the specified Serialize method, all INetworkMessage types must also have a
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/// static message handler for receiving messages of the following name and signature:
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///
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/// <code>
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/// public static void Receive(FastBufferReader reader, ref NetworkContext context)
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/// </code>
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///
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/// It is the responsibility of the Serialize and Receive methods to ensure there is enough buffer space
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/// to perform the serialization/deserialization, either via <see cref="FastBufferWriter.TryBeginWrite"/> and
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/// <see cref="FastBufferReader.TryBeginRead"/>, or via <see cref="FastBufferWriter.WriteValueSafe{T}(T)"/> and
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/// <see cref="FastBufferReader.ReadValueSafe{T}(T)"/>. The former is more efficient when it can be used
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/// for bounds checking for multiple values at once.
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///
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/// When bandwidth is a bigger concern than CPU usage, values can be packed with <see cref="BytePacker"/>
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/// and <see cref="ByteUnpacker"/>.
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///
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/// Note that for messages sent using non-fragmenting delivery modes (anything other than
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/// <see cref="NetworkDelivery.ReliableFragmentedSequenced"/>), there is a hard limit of 1300 bytes per message.
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/// With the fragmenting delivery mode, the limit is 64000 bytes per message. If your messages exceed that limit,
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/// you will have to split them into multiple smaller messages.
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///
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/// Messages are sent with:
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/// <see cref="NetworkManager.SendMessage{T}(T, NetworkDelivery, ulong, bool)"/>
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/// <see cref="NetworkManager.SendMessage{T}(T, NetworkDelivery, ulong*, int, bool)"/>
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/// <see cref="NetworkManager.SendMessage{T, U}(T, NetworkDelivery, U, bool)"/>
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/// <see cref="NetworkManager.SendMessage{T}(T, NetworkDelivery, NativeArray{ulong}, bool)"/>
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/// </summary>
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internal interface INetworkMessage
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{
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void Serialize(FastBufferWriter writer, int targetVersion);
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bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion);
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void Handle(ref NetworkContext context);
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int Version { get; }
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}
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}
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