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com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ProxyMessage.cs
Unity Technologies 48c6a6121c com.unity.netcode.gameobjects@2.0.0
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] - 2024-09-12

### Added

- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)

### Fixed

- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)

### Changed

- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed  when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
2024-09-12 00:00:00 +00:00

75 lines
3.2 KiB
C#

using Unity.Collections;
namespace Unity.Netcode
{
internal struct ProxyMessage : INetworkMessage
{
public NativeArray<ulong> TargetClientIds;
public NetworkDelivery Delivery;
public RpcMessage WrappedMessage;
// Version of ProxyMessage and RpcMessage must always match.
// If ProxyMessage needs to change, increment RpcMessage's version
public int Version => new RpcMessage().Version;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
writer.WriteValueSafe(TargetClientIds);
BytePacker.WriteValuePacked(writer, Delivery);
WrappedMessage.Serialize(writer, targetVersion);
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
reader.ReadValueSafe(out TargetClientIds, Allocator.Temp);
ByteUnpacker.ReadValuePacked(reader, out Delivery);
WrappedMessage = new RpcMessage();
WrappedMessage.Deserialize(reader, ref context, receivedMessageVersion);
return true;
}
public unsafe void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
{
// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
if (networkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
}
return;
}
var observers = networkObject.Observers;
var nonServerIds = new NativeList<ulong>(Allocator.Temp);
for (var i = 0; i < TargetClientIds.Length; ++i)
{
if (!observers.Contains(TargetClientIds[i]))
{
continue;
}
if (TargetClientIds[i] == NetworkManager.ServerClientId)
{
WrappedMessage.Handle(ref context);
}
else
{
nonServerIds.Add(TargetClientIds[i]);
}
}
WrappedMessage.WriteBuffer = new FastBufferWriter(WrappedMessage.ReadBuffer.Length, Allocator.Temp);
using (WrappedMessage.WriteBuffer)
{
WrappedMessage.WriteBuffer.WriteBytesSafe(WrappedMessage.ReadBuffer.GetUnsafePtr(), WrappedMessage.ReadBuffer.Length);
networkManager.MessageManager.SendMessage(ref WrappedMessage, Delivery, nonServerIds);
}
}
}
}