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com.unity.netcode.gameobjects/Runtime/Components/RigidbodyContactEventManager.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
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).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00

387 lines
17 KiB
C#

#if COM_UNITY_MODULES_PHYSICS
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
namespace Unity.Netcode.Components
{
/// <summary>
/// Information a <see cref="Rigidbody"/> returns to <see cref="RigidbodyContactEventManager"/> via <see cref="IContactEventHandlerWithInfo.GetContactEventHandlerInfo"/> <br />
/// if the <see cref="Rigidbody"/> registers itself with <see cref="IContactEventHandlerWithInfo"/> as opposed to <see cref="IContactEventHandler"/>.
/// </summary>
public struct ContactEventHandlerInfo
{
/// <summary>
/// When set to true, the <see cref="RigidbodyContactEventManager"/> will include non-Rigidbody based contact events.<br />
/// When the <see cref="RigidbodyContactEventManager"/> invokes the <see cref="IContactEventHandler.ContactEvent"/> it will return null in place <br />
/// of the collidingBody parameter if the contact event occurred with a collider that is not registered with the <see cref="RigidbodyContactEventManager"/>.
/// </summary>
public bool ProvideNonRigidBodyContactEvents;
/// <summary>
/// When set to true, the <see cref="RigidbodyContactEventManager"/> will prioritize invoking <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> <br /></br>
/// if it is the 2nd colliding body in the contact pair being processed. With distributed authority, setting this value to true when a <see cref="NetworkObject"/> is owned by the local client <br />
/// will assure <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> is only invoked on the authoritative side.
/// </summary>
public bool HasContactEventPriority;
}
/// <summary>
/// Default implementation required to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance.
/// </summary>
/// <remarks>
/// Recommended to implement this method on a <see cref="NetworkBehaviour"/> component
/// </remarks>
public interface IContactEventHandler
{
/// <summary>
/// Should return a <see cref="Rigidbody"/>.
/// </summary>
Rigidbody GetRigidbody();
/// <summary>
/// Invoked by the <see cref="RigidbodyContactEventManager"/> instance.
/// </summary>
/// <param name="eventId">A unique contact event identifier.</param>
/// <param name="averagedCollisionNormal">The average normal of the collision between two colliders.</param>
/// <param name="collidingBody">If not null, this will be a registered <see cref="Rigidbody"/> that was part of the collision contact event.</param>
/// <param name="contactPoint">The world space location of the contact event.</param>
/// <param name="hasCollisionStay">Will be set if this is a collision stay contact event (i.e. it is not the first contact event and continually has contact)</param>
/// <param name="averagedCollisionStayNormal">The average normal of the collision stay contact over time.</param>
void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default);
}
/// <summary>
/// This is an extended version of <see cref="IContactEventHandler"/> and can be used to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance. <br />
/// This provides additional <see cref="ContactEventHandlerInfo"/> information to the <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing.
/// </summary>
public interface IContactEventHandlerWithInfo : IContactEventHandler
{
/// <summary>
/// Invoked by <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing (prior to processing).
/// </summary>
/// <returns><see cref="ContactEventHandlerInfo"/></returns>
ContactEventHandlerInfo GetContactEventHandlerInfo();
}
/// <summary>
/// Add this component to an in-scene placed GameObject to provide faster collision event processing between <see cref="Rigidbody"/> instances and optionally static colliders.
/// <see cref="IContactEventHandler"/> <br />
/// <see cref="IContactEventHandlerWithInfo"/> <br />
/// <see cref="ContactEventHandlerInfo"/> <br />
/// </summary>
[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
public class RigidbodyContactEventManager : MonoBehaviour
{
public static RigidbodyContactEventManager Instance { get; private set; }
private struct JobResultStruct
{
public bool HasCollisionStay;
public int ThisInstanceID;
public int OtherInstanceID;
public Vector3 AverageNormal;
public Vector3 AverageCollisionStayNormal;
public Vector3 ContactPoint;
}
private NativeArray<JobResultStruct> m_ResultsArray;
private int m_Count = 0;
private JobHandle m_JobHandle;
private readonly Dictionary<int, Rigidbody> m_RigidbodyMapping = new Dictionary<int, Rigidbody>();
private readonly Dictionary<int, IContactEventHandler> m_HandlerMapping = new Dictionary<int, IContactEventHandler>();
private readonly Dictionary<int, ContactEventHandlerInfo> m_HandlerInfo = new Dictionary<int, ContactEventHandlerInfo>();
private void OnEnable()
{
m_ResultsArray = new NativeArray<JobResultStruct>(16, Allocator.Persistent);
Physics.ContactEvent += Physics_ContactEvent;
if (Instance != null)
{
NetworkLog.LogError($"[Invalid][Multiple Instances] Found more than one instance of {nameof(RigidbodyContactEventManager)}: {name} and {Instance.name}");
NetworkLog.LogError($"[Disable][Additional Instance] Disabling {name} instance!");
gameObject.SetActive(false);
return;
}
Instance = this;
}
/// <summary>
/// Any <see cref="IContactEventHandler"/> implementation can register a <see cref="Rigidbody"/> to be handled by this <see cref="RigidbodyContactEventManager"/> instance.
/// </summary>
/// <remarks>
/// You should enable <see cref="Collider.providesContacts"/> for each <see cref="Collider"/> associated with the <see cref="Rigidbody"/> being registered.<br/>
/// You can enable this during run time or within the editor's inspector view.
/// </remarks>
/// <param name="contactEventHandler"><see cref="IContactEventHandler"/> or <see cref="IContactEventHandlerWithInfo"/></param>
/// <param name="register">true to register and false to remove from being registered</param>
public void RegisterHandler(IContactEventHandler contactEventHandler, bool register = true)
{
var rigidbody = contactEventHandler.GetRigidbody();
var instanceId = rigidbody.GetInstanceID();
if (register)
{
if (!m_RigidbodyMapping.ContainsKey(instanceId))
{
m_RigidbodyMapping.Add(instanceId, rigidbody);
}
if (!m_HandlerMapping.ContainsKey(instanceId))
{
m_HandlerMapping.Add(instanceId, contactEventHandler);
}
if (!m_HandlerInfo.ContainsKey(instanceId))
{
var handlerInfo = new ContactEventHandlerInfo()
{
HasContactEventPriority = true,
ProvideNonRigidBodyContactEvents = false,
};
var handlerWithInfo = contactEventHandler as IContactEventHandlerWithInfo;
if (handlerWithInfo != null)
{
handlerInfo = handlerWithInfo.GetContactEventHandlerInfo();
}
m_HandlerInfo.Add(instanceId, handlerInfo);
}
}
else
{
m_RigidbodyMapping.Remove(instanceId);
m_HandlerMapping.Remove(instanceId);
}
}
private void OnDisable()
{
m_JobHandle.Complete();
m_ResultsArray.Dispose();
Physics.ContactEvent -= Physics_ContactEvent;
m_RigidbodyMapping.Clear();
Instance = null;
}
private bool m_HasCollisions;
private int m_CurrentCount = 0;
private void ProcessCollisions()
{
foreach (var contactEventHandler in m_HandlerMapping)
{
var handlerWithInfo = contactEventHandler.Value as IContactEventHandlerWithInfo;
if (handlerWithInfo != null)
{
m_HandlerInfo[contactEventHandler.Key] = handlerWithInfo.GetContactEventHandlerInfo();
}
else
{
var info = m_HandlerInfo[contactEventHandler.Key];
info.HasContactEventPriority = !m_RigidbodyMapping[contactEventHandler.Key].isKinematic;
m_HandlerInfo[contactEventHandler.Key] = info;
}
}
ContactEventHandlerInfo contactEventHandlerInfo0;
ContactEventHandlerInfo contactEventHandlerInfo1;
// Process all collisions
for (int i = 0; i < m_Count; i++)
{
var thisInstanceID = m_ResultsArray[i].ThisInstanceID;
var otherInstanceID = m_ResultsArray[i].OtherInstanceID;
var contactHandler0 = (IContactEventHandler)null;
var contactHandler1 = (IContactEventHandler)null;
var preferredContactHandler = (IContactEventHandler)null;
var preferredContactHandlerNonRigidbody = false;
var preferredRigidbody = (Rigidbody)null;
var otherContactHandler = (IContactEventHandler)null;
var otherRigidbody = (Rigidbody)null;
var otherContactHandlerNonRigidbody = false;
if (m_RigidbodyMapping.ContainsKey(thisInstanceID))
{
contactHandler0 = m_HandlerMapping[thisInstanceID];
contactEventHandlerInfo0 = m_HandlerInfo[thisInstanceID];
if (contactEventHandlerInfo0.HasContactEventPriority)
{
preferredContactHandler = contactHandler0;
preferredContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
preferredRigidbody = m_RigidbodyMapping[thisInstanceID];
}
else
{
otherContactHandler = contactHandler0;
otherContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
otherRigidbody = m_RigidbodyMapping[thisInstanceID];
}
}
if (m_RigidbodyMapping.ContainsKey(otherInstanceID))
{
contactHandler1 = m_HandlerMapping[otherInstanceID];
contactEventHandlerInfo1 = m_HandlerInfo[otherInstanceID];
if (contactEventHandlerInfo1.HasContactEventPriority && preferredContactHandler == null)
{
preferredContactHandler = contactHandler1;
preferredContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
preferredRigidbody = m_RigidbodyMapping[otherInstanceID];
}
else
{
otherContactHandler = contactHandler1;
otherContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
otherRigidbody = m_RigidbodyMapping[otherInstanceID];
}
}
if (preferredContactHandler == null && otherContactHandler != null)
{
preferredContactHandler = otherContactHandler;
preferredContactHandlerNonRigidbody = otherContactHandlerNonRigidbody;
preferredRigidbody = otherRigidbody;
otherContactHandler = null;
otherContactHandlerNonRigidbody = false;
otherRigidbody = null;
}
if (preferredContactHandler == null || (preferredContactHandler != null && otherContactHandler == null && !preferredContactHandlerNonRigidbody))
{
continue;
}
if (m_ResultsArray[i].HasCollisionStay)
{
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
}
else
{
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint);
}
}
}
private void FixedUpdate()
{
// Only process new collisions
if (!m_HasCollisions && m_CurrentCount == 0)
{
return;
}
// This assures we won't process the same collision
// set after it has been processed.
if (m_HasCollisions)
{
m_CurrentCount = m_Count;
m_HasCollisions = false;
m_JobHandle.Complete();
}
ProcessCollisions();
}
private void LateUpdate()
{
m_CurrentCount = 0;
}
private ulong m_EventId;
private void Physics_ContactEvent(PhysicsScene scene, NativeArray<ContactPairHeader>.ReadOnly pairHeaders)
{
m_EventId++;
m_HasCollisions = true;
int n = pairHeaders.Length;
if (m_ResultsArray.Length < n)
{
m_ResultsArray.Dispose();
m_ResultsArray = new NativeArray<JobResultStruct>(Mathf.NextPowerOfTwo(n), Allocator.Persistent);
}
m_Count = n;
var job = new GetCollisionsJob()
{
PairedHeaders = pairHeaders,
ResultsArray = m_ResultsArray
};
m_JobHandle = job.Schedule(n, 256);
}
private struct GetCollisionsJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<ContactPairHeader>.ReadOnly PairedHeaders;
public NativeArray<JobResultStruct> ResultsArray;
public void Execute(int index)
{
Vector3 averageNormal = Vector3.zero;
Vector3 averagePoint = Vector3.zero;
Vector3 averageCollisionStay = Vector3.zero;
int count = 0;
int collisionStaycount = 0;
int positionCount = 0;
for (int j = 0; j < PairedHeaders[index].pairCount; j++)
{
ref readonly var pair = ref PairedHeaders[index].GetContactPair(j);
if (pair.isCollisionExit)
{
continue;
}
for (int k = 0; k < pair.contactCount; k++)
{
ref readonly var contact = ref pair.GetContactPoint(k);
averagePoint += contact.position;
positionCount++;
if (!pair.isCollisionStay)
{
averageNormal += contact.normal;
count++;
}
else
{
averageCollisionStay += contact.normal;
collisionStaycount++;
}
}
}
if (count != 0)
{
averageNormal /= count;
}
if (collisionStaycount != 0)
{
averageCollisionStay /= collisionStaycount;
}
if (positionCount != 0)
{
averagePoint /= positionCount;
}
var result = new JobResultStruct()
{
ThisInstanceID = PairedHeaders[index].bodyInstanceID,
OtherInstanceID = PairedHeaders[index].otherBodyInstanceID,
AverageNormal = averageNormal,
HasCollisionStay = collisionStaycount != 0,
AverageCollisionStayNormal = averageCollisionStay,
ContactPoint = averagePoint
};
ResultsArray[index] = result;
}
}
}
}
#endif