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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
173 lines
6.6 KiB
C#
173 lines
6.6 KiB
C#
using System;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The generic transport class all Netcode for GameObjects network transport implementations
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/// derive from. Use this class to add a custom transport.
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/// <seealso cref="Transports.UTP.UnityTransport"> for an example of how a transport is integrated</seealso>
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/// </summary>
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public abstract class NetworkTransport : MonoBehaviour
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{
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/// <summary>
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/// A constant `clientId` that represents the server
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/// When this value is found in methods such as `Send`, it should be treated as a placeholder that means "the server"
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/// </summary>
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public abstract ulong ServerClientId { get; }
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/// <summary>
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/// Gets a value indicating whether this <see cref="T:NetworkTransport"/> is supported in the current runtime context
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/// This is used by multiplex adapters
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/// </summary>
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/// <value><c>true</c> if is supported; otherwise, <c>false</c>.</value>
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public virtual bool IsSupported => true;
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internal INetworkMetrics NetworkMetrics;
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/// <summary>
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/// Delegate for transport network events
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/// </summary>
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public delegate void TransportEventDelegate(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime);
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/// <summary>
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/// Occurs when the transport has a new transport network event.
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/// Can be used to make an event based transport instead of a poll based.
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/// Invocation has to occur on the Unity thread in the Update loop.
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/// </summary>
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public event TransportEventDelegate OnTransportEvent;
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/// <summary>
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/// Invokes the <see cref="OnTransportEvent"/>. Invokation has to occur on the Unity thread in the Update loop.
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/// </summary>
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/// <param name="eventType">The event type</param>
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/// <param name="clientId">The clientId this event is for</param>
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/// <param name="payload">The incoming data payload</param>
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/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
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protected void InvokeOnTransportEvent(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime)
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{
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OnTransportEvent?.Invoke(eventType, clientId, payload, receiveTime);
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}
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/// <summary>
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/// Send a payload to the specified clientId, data and networkDelivery.
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/// </summary>
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/// <param name="clientId">The clientId to send to</param>
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/// <param name="payload">The data to send</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public abstract void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery);
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/// <summary>
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/// Polls for incoming events, with an extra output parameter to report the precise time the event was received.
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/// </summary>
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/// <param name="clientId">The clientId this event is for</param>
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/// <param name="payload">The incoming data payload</param>
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/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
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/// <returns>Returns the event type</returns>
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public abstract NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime);
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/// <summary>
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/// Connects client to the server
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/// </summary>
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/// <returns>Returns success or failure</returns>
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public abstract bool StartClient();
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/// <summary>
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/// Starts to listening for incoming clients
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/// </summary>
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/// <returns>Returns success or failure</returns>
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public abstract bool StartServer();
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/// <summary>
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/// Disconnects a client from the server
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/// </summary>
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/// <param name="clientId">The clientId to disconnect</param>
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public abstract void DisconnectRemoteClient(ulong clientId);
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/// <summary>
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/// Disconnects the local client from the server
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/// </summary>
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public abstract void DisconnectLocalClient();
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/// <summary>
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/// Gets the round trip time for a specific client. This method is optional
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/// </summary>
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/// <param name="clientId">The clientId to get the RTT from</param>
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/// <returns>Returns the round trip time in milliseconds </returns>
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public abstract ulong GetCurrentRtt(ulong clientId);
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/// <summary>
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/// Shuts down the transport
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/// </summary>
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public abstract void Shutdown();
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/// <summary>
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/// Initializes the transport
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/// </summary>
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/// /// <param name="networkManager">optionally pass in NetworkManager</param>
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public abstract void Initialize(NetworkManager networkManager = null);
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/// <summary>
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/// Invoked by NetworkManager at the beginning of its EarlyUpdate.
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/// For order of operations see: <see cref="NetworkManager.NetworkUpdate(NetworkUpdateStage)"/>
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/// </summary>
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/// Useful to handle processing any transport-layer events such as processing inbound messages or changes in connection state(s).
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/// </remarks>
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protected virtual void OnEarlyUpdate()
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{
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}
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/// <summary>
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/// Invoked by NetworkManager at the beginning of its EarlyUpdate
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/// </summary>
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internal void EarlyUpdate()
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{
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OnEarlyUpdate();
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}
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/// <summary>
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/// Invoked by NetworkManager towards the end of the PostLateUpdate.
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/// For order of operations see: <see cref="NetworkManager.NetworkUpdate(NetworkUpdateStage)"/>
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/// </summary>
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/// <remarks>
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/// Useful to handle any end of frame transport tasks such as sending queued transport messages.
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/// </remarks>
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protected virtual void OnPostLateUpdate()
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{
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}
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/// <summary>
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/// Invoked by NetworkManager towards the end of the PostLateUpdate
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/// </summary>
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internal void PostLateUpdate()
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{
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OnPostLateUpdate();
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}
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protected virtual NetworkTopologyTypes OnCurrentTopology()
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{
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return NetworkTopologyTypes.ClientServer;
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}
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internal NetworkTopologyTypes CurrentTopology()
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{
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return OnCurrentTopology();
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}
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}
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public enum NetworkTopologyTypes
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{
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ClientServer,
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DistributedAuthority
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}
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#if UNITY_INCLUDE_TESTS
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public abstract class TestingNetworkTransport : NetworkTransport
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{
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}
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#endif
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}
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