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com.unity.netcode.gameobjects/Editor/CodeGen/INetworkSerializableILPP.cs
Unity Technologies 0f7a30d285 com.unity.netcode.gameobjects@1.0.0-pre.10
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).

## [1.0.0-pre.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
2022-06-21 00:00:00 +00:00

122 lines
4.8 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using Mono.Cecil;
using Mono.Cecil.Cil;
using Unity.CompilationPipeline.Common.Diagnostics;
using Unity.CompilationPipeline.Common.ILPostProcessing;
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
namespace Unity.Netcode.Editor.CodeGen
{
internal sealed class INetworkSerializableILPP : ILPPInterface
{
public override ILPPInterface GetInstance() => this;
public override bool WillProcess(ICompiledAssembly compiledAssembly) =>
compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName ||
compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName);
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
private TypeReference ResolveGenericType(TypeReference type, List<TypeReference> typeStack)
{
var genericName = type.Name;
var lastType = (GenericInstanceType)typeStack[typeStack.Count - 1];
var resolvedType = lastType.Resolve();
typeStack.RemoveAt(typeStack.Count - 1);
for (var i = 0; i < resolvedType.GenericParameters.Count; ++i)
{
var parameter = resolvedType.GenericParameters[i];
if (parameter.Name == genericName)
{
var underlyingType = lastType.GenericArguments[i];
if (underlyingType.Resolve() == null)
{
return ResolveGenericType(underlyingType, typeStack);
}
return underlyingType;
}
}
return null;
}
public override ILPostProcessResult Process(ICompiledAssembly compiledAssembly)
{
if (!WillProcess(compiledAssembly))
{
return null;
}
m_Diagnostics.Clear();
// read
var assemblyDefinition = CodeGenHelpers.AssemblyDefinitionFor(compiledAssembly, out var resolver);
if (assemblyDefinition == null)
{
m_Diagnostics.AddError($"Cannot read assembly definition: {compiledAssembly.Name}");
return null;
}
// process
var mainModule = assemblyDefinition.MainModule;
if (mainModule != null)
{
try
{
var structTypes = mainModule.GetTypes()
.Where(t => t.Resolve().HasInterface(CodeGenHelpers.INetworkSerializeByMemcpy_FullName) && !t.Resolve().IsAbstract && !t.Resolve().HasGenericParameters && t.Resolve().IsValueType)
.ToList();
foreach (var type in structTypes)
{
// We'll avoid some confusion by ensuring users only choose one of the two
// serialization schemes - by method OR by memcpy, not both. We'll also do a cursory
// check that INetworkSerializeByMemcpy types are unmanaged.
if (type.HasInterface(CodeGenHelpers.INetworkSerializeByMemcpy_FullName))
{
if (type.HasInterface(CodeGenHelpers.INetworkSerializable_FullName))
{
m_Diagnostics.AddError($"{nameof(INetworkSerializeByMemcpy)} types may not implement {nameof(INetworkSerializable)} - choose one or the other.");
}
if (!type.IsValueType)
{
m_Diagnostics.AddError($"{nameof(INetworkSerializeByMemcpy)} types must be unmanaged types.");
}
}
}
}
catch (Exception e)
{
m_Diagnostics.AddError((e.ToString() + e.StackTrace.ToString()).Replace("\n", "|").Replace("\r", "|"));
}
}
else
{
m_Diagnostics.AddError($"Cannot get main module from assembly definition: {compiledAssembly.Name}");
}
mainModule.RemoveRecursiveReferences();
// write
var pe = new MemoryStream();
var pdb = new MemoryStream();
var writerParameters = new WriterParameters
{
SymbolWriterProvider = new PortablePdbWriterProvider(),
SymbolStream = pdb,
WriteSymbols = true
};
assemblyDefinition.Write(pe, writerParameters);
return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics);
}
}
}