This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 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)
2024-12-12 00:00:00 +00:00

173 lines
6.6 KiB
C#

using System;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// The generic transport class all Netcode for GameObjects network transport implementations
/// derive from. Use this class to add a custom transport.
/// <seealso cref="Transports.UTP.UnityTransport"> for an example of how a transport is integrated</seealso>
/// </summary>
public abstract class NetworkTransport : MonoBehaviour
{
/// <summary>
/// A constant `clientId` that represents the server
/// When this value is found in methods such as `Send`, it should be treated as a placeholder that means "the server"
/// </summary>
public abstract ulong ServerClientId { get; }
/// <summary>
/// Gets a value indicating whether this <see cref="T:NetworkTransport"/> is supported in the current runtime context
/// This is used by multiplex adapters
/// </summary>
/// <value><c>true</c> if is supported; otherwise, <c>false</c>.</value>
public virtual bool IsSupported => true;
internal INetworkMetrics NetworkMetrics;
/// <summary>
/// Delegate for transport network events
/// </summary>
public delegate void TransportEventDelegate(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime);
/// <summary>
/// Occurs when the transport has a new transport network event.
/// Can be used to make an event based transport instead of a poll based.
/// Invocation has to occur on the Unity thread in the Update loop.
/// </summary>
public event TransportEventDelegate OnTransportEvent;
/// <summary>
/// Invokes the <see cref="OnTransportEvent"/>. Invokation has to occur on the Unity thread in the Update loop.
/// </summary>
/// <param name="eventType">The event type</param>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
protected void InvokeOnTransportEvent(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime)
{
OnTransportEvent?.Invoke(eventType, clientId, payload, receiveTime);
}
/// <summary>
/// Send a payload to the specified clientId, data and networkDelivery.
/// </summary>
/// <param name="clientId">The clientId to send to</param>
/// <param name="payload">The data to send</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public abstract void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery);
/// <summary>
/// Polls for incoming events, with an extra output parameter to report the precise time the event was received.
/// </summary>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
/// <returns>Returns the event type</returns>
public abstract NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime);
/// <summary>
/// Connects client to the server
/// </summary>
/// <returns>Returns success or failure</returns>
public abstract bool StartClient();
/// <summary>
/// Starts to listening for incoming clients
/// </summary>
/// <returns>Returns success or failure</returns>
public abstract bool StartServer();
/// <summary>
/// Disconnects a client from the server
/// </summary>
/// <param name="clientId">The clientId to disconnect</param>
public abstract void DisconnectRemoteClient(ulong clientId);
/// <summary>
/// Disconnects the local client from the server
/// </summary>
public abstract void DisconnectLocalClient();
/// <summary>
/// Gets the round trip time for a specific client. This method is optional
/// </summary>
/// <param name="clientId">The clientId to get the RTT from</param>
/// <returns>Returns the round trip time in milliseconds </returns>
public abstract ulong GetCurrentRtt(ulong clientId);
/// <summary>
/// Shuts down the transport
/// </summary>
public abstract void Shutdown();
/// <summary>
/// Initializes the transport
/// </summary>
/// /// <param name="networkManager">optionally pass in NetworkManager</param>
public abstract void Initialize(NetworkManager networkManager = null);
/// <summary>
/// Invoked by NetworkManager at the beginning of its EarlyUpdate.
/// For order of operations see: <see cref="NetworkManager.NetworkUpdate(NetworkUpdateStage)"/>
/// </summary>
/// Useful to handle processing any transport-layer events such as processing inbound messages or changes in connection state(s).
/// </remarks>
protected virtual void OnEarlyUpdate()
{
}
/// <summary>
/// Invoked by NetworkManager at the beginning of its EarlyUpdate
/// </summary>
internal void EarlyUpdate()
{
OnEarlyUpdate();
}
/// <summary>
/// Invoked by NetworkManager towards the end of the PostLateUpdate.
/// For order of operations see: <see cref="NetworkManager.NetworkUpdate(NetworkUpdateStage)"/>
/// </summary>
/// <remarks>
/// Useful to handle any end of frame transport tasks such as sending queued transport messages.
/// </remarks>
protected virtual void OnPostLateUpdate()
{
}
/// <summary>
/// Invoked by NetworkManager towards the end of the PostLateUpdate
/// </summary>
internal void PostLateUpdate()
{
OnPostLateUpdate();
}
protected virtual NetworkTopologyTypes OnCurrentTopology()
{
return NetworkTopologyTypes.ClientServer;
}
internal NetworkTopologyTypes CurrentTopology()
{
return OnCurrentTopology();
}
}
public enum NetworkTopologyTypes
{
ClientServer,
DistributedAuthority
}
#if UNITY_INCLUDE_TESTS
public abstract class TestingNetworkTransport : NetworkTransport
{
}
#endif
}