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com.unity.netcode.gameobjects/Editor/CodeGen/CodeGenHelpers.cs
Unity Technologies 158f26b913 com.unity.netcode.gameobjects@1.9.1
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).

## [1.9.1] - 2024-04-18

### Added
- Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820)
- Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820)
- Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820)
- Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820)
- Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820)
- Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820)
- Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820)
- Added NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2820)
- `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813)
- `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)
- `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813)
- Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)

### Fixed

- Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871)
- Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845)
- 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 `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2874)
- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2872)
- 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)
2024-04-18 00:00:00 +00:00

533 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using Mono.Cecil;
using Mono.Cecil.Cil;
using Mono.Cecil.Rocks;
using Unity.Collections;
using Unity.CompilationPipeline.Common.Diagnostics;
using Unity.CompilationPipeline.Common.ILPostProcessing;
using UnityEngine;
using Object = System.Object;
namespace Unity.Netcode.Editor.CodeGen
{
internal static class CodeGenHelpers
{
public const string DotnetModuleName = "netstandard.dll";
public const string UnityModuleName = "UnityEngine.CoreModule.dll";
public const string NetcodeModuleName = "Unity.Netcode.Runtime.dll";
public const string RuntimeAssemblyName = "Unity.Netcode.Runtime";
public const string ComponentsAssemblyName = "Unity.Netcode.Components";
public static readonly string NetworkBehaviour_FullName = typeof(NetworkBehaviour).FullName;
public static readonly string INetworkMessage_FullName = typeof(INetworkMessage).FullName;
public static readonly string ServerRpcAttribute_FullName = typeof(ServerRpcAttribute).FullName;
public static readonly string ClientRpcAttribute_FullName = typeof(ClientRpcAttribute).FullName;
public static readonly string RpcAttribute_FullName = typeof(RpcAttribute).FullName;
public static readonly string ServerRpcParams_FullName = typeof(ServerRpcParams).FullName;
public static readonly string ClientRpcParams_FullName = typeof(ClientRpcParams).FullName;
public static readonly string RpcParams_FullName = typeof(RpcParams).FullName;
public static readonly string ClientRpcSendParams_FullName = typeof(ClientRpcSendParams).FullName;
public static readonly string ClientRpcReceiveParams_FullName = typeof(ClientRpcReceiveParams).FullName;
public static readonly string ServerRpcSendParams_FullName = typeof(ServerRpcSendParams).FullName;
public static readonly string ServerRpcReceiveParams_FullName = typeof(ServerRpcReceiveParams).FullName;
public static readonly string INetworkSerializable_FullName = typeof(INetworkSerializable).FullName;
public static readonly string INetworkSerializeByMemcpy_FullName = typeof(INetworkSerializeByMemcpy).FullName;
public static readonly string IUTF8Bytes_FullName = typeof(IUTF8Bytes).FullName;
public static readonly string UnityColor_FullName = typeof(Color).FullName;
public static readonly string UnityColor32_FullName = typeof(Color32).FullName;
public static readonly string UnityVector2_FullName = typeof(Vector2).FullName;
public static readonly string UnityVector3_FullName = typeof(Vector3).FullName;
public static readonly string UnityVector4_FullName = typeof(Vector4).FullName;
public static readonly string UnityQuaternion_FullName = typeof(Quaternion).FullName;
public static readonly string UnityRay_FullName = typeof(Ray).FullName;
public static readonly string UnityRay2D_FullName = typeof(Ray2D).FullName;
public static uint Hash(this MethodDefinition methodDefinition)
{
var sigArr = Encoding.UTF8.GetBytes($"{methodDefinition.Module.Name} / {methodDefinition.FullName}");
var sigLen = sigArr.Length;
unsafe
{
fixed (byte* sigPtr = sigArr)
{
return XXHash.Hash32(sigPtr, sigLen);
}
}
}
public static bool IsSubclassOf(this TypeDefinition typeDefinition, string classTypeFullName)
{
if (typeDefinition == null || !typeDefinition.IsClass)
{
return false;
}
var baseTypeRef = typeDefinition.BaseType;
while (baseTypeRef != null)
{
if (baseTypeRef.FullName == classTypeFullName)
{
return true;
}
try
{
baseTypeRef = baseTypeRef.Resolve().BaseType;
}
catch
{
return false;
}
}
return false;
}
public static string FullNameWithGenericParameters(this TypeReference typeReference, GenericParameter[] contextGenericParameters, TypeReference[] contextGenericParameterTypes)
{
var name = typeReference.FullName;
if (typeReference.HasGenericParameters)
{
name += "<";
for (var i = 0; i < typeReference.Resolve().GenericParameters.Count; ++i)
{
if (i != 0)
{
name += ", ";
}
for (var j = 0; j < contextGenericParameters.Length; ++j)
{
if (typeReference.GenericParameters[i].FullName == contextGenericParameters[i].FullName)
{
name += contextGenericParameterTypes[i].FullName;
break;
}
}
}
name += ">";
}
return name;
}
public static TypeReference MakeGenericType(this TypeReference self, params TypeReference[] arguments)
{
if (self.GenericParameters.Count != arguments.Length)
{
throw new ArgumentException();
}
var instance = new GenericInstanceType(self);
foreach (var argument in arguments)
{
instance.GenericArguments.Add(argument);
}
return instance;
}
public static MethodReference MakeGeneric(this MethodReference self, params TypeReference[] arguments)
{
var reference = new MethodReference(self.Name, self.ReturnType)
{
DeclaringType = self.DeclaringType.MakeGenericType(arguments),
HasThis = self.HasThis,
ExplicitThis = self.ExplicitThis,
CallingConvention = self.CallingConvention,
};
foreach (var parameter in self.Parameters)
{
reference.Parameters.Add(new ParameterDefinition(parameter.ParameterType));
}
foreach (var generic_parameter in self.GenericParameters)
{
reference.GenericParameters.Add(new GenericParameter(generic_parameter.Name, reference));
}
return reference;
}
public static bool IsSubclassOf(this TypeReference typeReference, TypeReference baseClass)
{
if (typeReference == null)
{
return false;
}
var type = typeReference.Resolve();
if (type?.BaseType == null || type.BaseType.Name == nameof(Object))
{
return false;
}
if (type.BaseType.Resolve() == baseClass.Resolve())
{
return true;
}
return type.BaseType.IsSubclassOf(baseClass);
}
public static bool HasInterface(this TypeReference typeReference, string interfaceTypeFullName)
{
if (typeReference.IsArray)
{
return false;
}
try
{
var typeDef = typeReference.Resolve();
// Note: this won't catch generics correctly.
//
// class Foo<T>: IInterface<T> {}
// class Bar: Foo<int> {}
//
// Bar.HasInterface(IInterface<int>) -> returns false even though it should be true.
//
// This can be fixed (see GetAllFieldsAndResolveGenerics() in NetworkBehaviourILPP to understand how)
// but right now we don't need that to work so it's left alone to reduce complexity
if (typeDef.BaseType.HasInterface(interfaceTypeFullName))
{
return true;
}
var typeFaces = typeDef.Interfaces;
return typeFaces.Any(iface => iface.InterfaceType.FullName == interfaceTypeFullName);
}
catch
{
return false;
}
}
public static bool IsSerializable(this TypeReference typeReference)
{
var typeSystem = typeReference.Module.TypeSystem;
// C# primitives
if (typeReference == typeSystem.Boolean)
{
return true;
}
if (typeReference == typeSystem.Char)
{
return true;
}
if (typeReference == typeSystem.SByte)
{
return true;
}
if (typeReference == typeSystem.Byte)
{
return true;
}
if (typeReference == typeSystem.Int16)
{
return true;
}
if (typeReference == typeSystem.UInt16)
{
return true;
}
if (typeReference == typeSystem.Int32)
{
return true;
}
if (typeReference == typeSystem.UInt32)
{
return true;
}
if (typeReference == typeSystem.Int64)
{
return true;
}
if (typeReference == typeSystem.UInt64)
{
return true;
}
if (typeReference == typeSystem.Single)
{
return true;
}
if (typeReference == typeSystem.Double)
{
return true;
}
if (typeReference == typeSystem.String)
{
return true;
}
// Unity primitives
if (typeReference.FullName == UnityColor_FullName)
{
return true;
}
if (typeReference.FullName == UnityColor32_FullName)
{
return true;
}
if (typeReference.FullName == UnityVector2_FullName)
{
return true;
}
if (typeReference.FullName == UnityVector3_FullName)
{
return true;
}
if (typeReference.FullName == UnityVector4_FullName)
{
return true;
}
if (typeReference.FullName == UnityQuaternion_FullName)
{
return true;
}
if (typeReference.FullName == UnityRay_FullName)
{
return true;
}
if (typeReference.FullName == UnityRay2D_FullName)
{
return true;
}
// Enum
if (typeReference.GetEnumAsInt() != null)
{
return true;
}
// INetworkSerializable
if (typeReference.HasInterface(INetworkSerializable_FullName))
{
return true;
}
// Static array
if (typeReference.IsArray)
{
return typeReference.GetElementType().IsSerializable();
}
return false;
}
public static TypeReference GetEnumAsInt(this TypeReference typeReference)
{
if (typeReference.IsArray)
{
return null;
}
try
{
var typeDef = typeReference.Resolve();
return typeDef.IsEnum ? typeDef.GetEnumUnderlyingType() : null;
}
catch
{
return null;
}
}
public static void AddError(this List<DiagnosticMessage> diagnostics, string message)
{
diagnostics.AddError((SequencePoint)null, message);
}
public static void AddError(this List<DiagnosticMessage> diagnostics, MethodDefinition methodDefinition, string message)
{
diagnostics.AddError(methodDefinition.DebugInformation.SequencePoints.FirstOrDefault(), message);
}
public static void AddError(this List<DiagnosticMessage> diagnostics, SequencePoint sequencePoint, string message)
{
diagnostics.Add(new DiagnosticMessage
{
DiagnosticType = DiagnosticType.Error,
File = sequencePoint?.Document.Url.Replace($"{Environment.CurrentDirectory}{Path.DirectorySeparatorChar}", ""),
Line = sequencePoint?.StartLine ?? 0,
Column = sequencePoint?.StartColumn ?? 0,
MessageData = $" - {message}"
});
}
public static void AddWarning(this List<DiagnosticMessage> diagnostics, string message)
{
diagnostics.AddWarning((SequencePoint)null, message);
}
public static void AddWarning(this List<DiagnosticMessage> diagnostics, MethodDefinition methodDefinition, string message)
{
diagnostics.AddWarning(methodDefinition.DebugInformation.SequencePoints.FirstOrDefault(), message);
}
public static void AddWarning(this List<DiagnosticMessage> diagnostics, SequencePoint sequencePoint, string message)
{
diagnostics.Add(new DiagnosticMessage
{
DiagnosticType = DiagnosticType.Warning,
File = sequencePoint?.Document.Url.Replace($"{Environment.CurrentDirectory}{Path.DirectorySeparatorChar}", ""),
Line = sequencePoint?.StartLine ?? 0,
Column = sequencePoint?.StartColumn ?? 0,
MessageData = $" - {message}"
});
}
public static void RemoveRecursiveReferences(this ModuleDefinition moduleDefinition)
{
// Weird behavior from Cecil: When importing a reference to a specific implementation of a generic
// method, it's importing the main module as a reference into itself. This causes Unity to have issues
// when attempting to iterate the assemblies to discover unit tests, as it goes into infinite recursion
// and eventually hits a stack overflow. I wasn't able to find any way to stop Cecil from importing the module
// into itself, so at the end of it all, we're just going to go back and remove it again.
var moduleName = moduleDefinition.Name;
if (moduleName.EndsWith(".dll") || moduleName.EndsWith(".exe"))
{
moduleName = moduleName.Substring(0, moduleName.Length - 4);
}
foreach (var reference in moduleDefinition.AssemblyReferences)
{
var referenceName = reference.Name.Split(',')[0];
if (referenceName.EndsWith(".dll") || referenceName.EndsWith(".exe"))
{
referenceName = referenceName.Substring(0, referenceName.Length - 4);
}
if (moduleName == referenceName)
{
try
{
moduleDefinition.AssemblyReferences.Remove(reference);
break;
}
catch (Exception)
{
//
}
}
}
}
public static AssemblyDefinition AssemblyDefinitionFor(ICompiledAssembly compiledAssembly, out PostProcessorAssemblyResolver assemblyResolver)
{
assemblyResolver = new PostProcessorAssemblyResolver(compiledAssembly);
var readerParameters = new ReaderParameters
{
SymbolStream = new MemoryStream(compiledAssembly.InMemoryAssembly.PdbData),
SymbolReaderProvider = new PortablePdbReaderProvider(),
AssemblyResolver = assemblyResolver,
ReflectionImporterProvider = new PostProcessorReflectionImporterProvider(),
ReadingMode = ReadingMode.Immediate
};
var assemblyDefinition = AssemblyDefinition.ReadAssembly(new MemoryStream(compiledAssembly.InMemoryAssembly.PeData), readerParameters);
//apparently, it will happen that when we ask to resolve a type that lives inside Unity.Netcode.Runtime, and we
//are also postprocessing Unity.Netcode.Runtime, type resolving will fail, because we do not actually try to resolve
//inside the assembly we are processing. Let's make sure we do that, so that we can use postprocessor features inside
//Unity.Netcode.Runtime itself as well.
assemblyResolver.AddAssemblyDefinitionBeingOperatedOn(assemblyDefinition);
return assemblyDefinition;
}
private static void SearchForBaseModulesRecursive(AssemblyDefinition assemblyDefinition, PostProcessorAssemblyResolver assemblyResolver, ref ModuleDefinition unityModule, ref ModuleDefinition netcodeModule, HashSet<string> visited)
{
foreach (var module in assemblyDefinition.Modules)
{
if (module == null)
{
continue;
}
if (unityModule != null && netcodeModule != null)
{
return;
}
if (unityModule == null && module.Name == UnityModuleName)
{
unityModule = module;
continue;
}
if (netcodeModule == null && module.Name == NetcodeModuleName)
{
netcodeModule = module;
continue;
}
}
if (unityModule != null && netcodeModule != null)
{
return;
}
foreach (var assemblyNameReference in assemblyDefinition.MainModule.AssemblyReferences)
{
if (assemblyNameReference == null)
{
continue;
}
if (visited.Contains(assemblyNameReference.Name))
{
continue;
}
visited.Add(assemblyNameReference.Name);
var assembly = assemblyResolver.Resolve(assemblyNameReference);
if (assembly == null)
{
continue;
}
SearchForBaseModulesRecursive(assembly, assemblyResolver, ref unityModule, ref netcodeModule, visited);
if (unityModule != null && netcodeModule != null)
{
return;
}
}
}
public static (ModuleDefinition UnityModule, ModuleDefinition NetcodeModule) FindBaseModules(AssemblyDefinition assemblyDefinition, PostProcessorAssemblyResolver assemblyResolver)
{
ModuleDefinition unityModule = null;
ModuleDefinition netcodeModule = null;
var visited = new HashSet<string>();
SearchForBaseModulesRecursive(assemblyDefinition, assemblyResolver, ref unityModule, ref netcodeModule, visited);
return (unityModule, netcodeModule);
}
}
}