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com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs
Unity Technologies 4d70c198bd com.unity.netcode.gameobjects@1.5.1
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).

## [1.5.1] - 2023-06-07

### Added

- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)

### Fixed

- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events.  (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)

## Changed

- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
2023-06-07 00:00:00 +00:00

426 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Interface for customizing, overriding, spawning, and destroying Network Prefabs
/// Used by <see cref="NetworkPrefabHandler"/>
/// </summary>
public interface INetworkPrefabInstanceHandler
{
/// <summary>
/// Client Side Only
/// Once an implementation is registered with the <see cref="NetworkPrefabHandler"/>, this method will be called every time
/// a Network Prefab associated <see cref="NetworkObject"/> is spawned on clients
///
/// Note On Hosts: Use the <see cref="NetworkPrefabHandler.RegisterHostGlobalObjectIdHashValues(GameObject, List{GameObject})"/>
/// method to register all targeted NetworkPrefab overrides manually since the host will be acting as both a server and client.
///
/// Note on Pooling: If you are using a NetworkObject pool, don't forget to make the NetworkObject active
/// via the <see cref="GameObject.SetActive(bool)"/> method.
/// </summary>
/// <param name="ownerClientId">the owner for the <see cref="NetworkObject"/> to be instantiated</param>
/// <param name="position">the initial/default position for the <see cref="NetworkObject"/> to be instantiated</param>
/// <param name="rotation">the initial/default rotation for the <see cref="NetworkObject"/> to be instantiated</param>
/// <returns></returns>
NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation);
/// <summary>
/// Invoked on Client and Server
/// Once an implementation is registered with the <see cref="NetworkPrefabHandler"/>, this method will be called when
/// a Network Prefab associated <see cref="NetworkObject"/> is:
///
/// Server Side: destroyed or despawned with the destroy parameter equal to true
/// If <see cref="NetworkObject.Despawn(bool)"/> is invoked with the default destroy parameter (i.e. false) then this method will NOT be invoked!
///
/// Client Side: destroyed when the client receives a destroy object message from the server or host.
///
/// Note on Pooling: When this method is invoked, you do not need to destroy the NetworkObject as long as you want your pool to persist.
/// The most common approach is to make the <see cref="NetworkObject"/> inactive by calling <see cref="GameObject.SetActive(bool)"/>.
/// </summary>
/// <param name="networkObject">The <see cref="NetworkObject"/> being destroyed</param>
void Destroy(NetworkObject networkObject);
}
/// <summary>
/// Primary handler to add or remove customized spawn and destroy handlers for a network prefab (i.e. a prefab with a NetworkObject component)
/// Register custom prefab handlers by implementing the <see cref="INetworkPrefabInstanceHandler"/> interface.
/// </summary>
public class NetworkPrefabHandler
{
private NetworkManager m_NetworkManager;
/// <summary>
/// Links a network prefab asset to a class with the INetworkPrefabInstanceHandler interface
/// </summary>
private readonly Dictionary<uint, INetworkPrefabInstanceHandler> m_PrefabAssetToPrefabHandler = new Dictionary<uint, INetworkPrefabInstanceHandler>();
/// <summary>
/// Links the custom prefab instance's GlobalNetworkObjectId to the original prefab asset's GlobalNetworkObjectId. (Needed for HandleNetworkPrefabDestroy)
/// [PrefabInstance][PrefabAsset]
/// </summary>
private readonly Dictionary<uint, uint> m_PrefabInstanceToPrefabAsset = new Dictionary<uint, uint>();
internal static string PrefabDebugHelper(NetworkPrefab networkPrefab) => $"{nameof(NetworkPrefab)} \"{networkPrefab.Prefab.name}\"";
/// <summary>
/// Use a <see cref="GameObject"/> to register a class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface with the <see cref="NetworkPrefabHandler"/>
/// </summary>
/// <param name="networkPrefabAsset">the <see cref="GameObject"/> of the network prefab asset to be overridden</param>
/// <param name="instanceHandler">class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface to be registered</param>
/// <returns>true (registered) false (failed to register)</returns>
public bool AddHandler(GameObject networkPrefabAsset, INetworkPrefabInstanceHandler instanceHandler)
{
return AddHandler(networkPrefabAsset.GetComponent<NetworkObject>().GlobalObjectIdHash, instanceHandler);
}
/// <summary>
/// Use a <see cref="NetworkObject"/> to register a class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface with the <see cref="NetworkPrefabHandler"/>
/// </summary>
/// <param name="prefabAssetNetworkObject"> the <see cref="NetworkObject"/> of the network prefab asset to be overridden</param>
/// <param name="instanceHandler">the class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface to be registered</param>
/// <returns></returns>
public bool AddHandler(NetworkObject prefabAssetNetworkObject, INetworkPrefabInstanceHandler instanceHandler)
{
return AddHandler(prefabAssetNetworkObject.GlobalObjectIdHash, instanceHandler);
}
/// <summary>
/// Use a <see cref="NetworkObject.GlobalObjectIdHash"/> to register a class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface with the <see cref="NetworkPrefabHandler"/>
/// </summary>
/// <param name="globalObjectIdHash"> the <see cref="NetworkObject.GlobalObjectIdHash"/> value of the network prefab asset being overridden</param>
/// <param name="instanceHandler">a class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface</param>
/// <returns></returns>
public bool AddHandler(uint globalObjectIdHash, INetworkPrefabInstanceHandler instanceHandler)
{
if (!m_PrefabAssetToPrefabHandler.ContainsKey(globalObjectIdHash))
{
m_PrefabAssetToPrefabHandler.Add(globalObjectIdHash, instanceHandler);
return true;
}
return false;
}
/// <summary>
/// HOST ONLY!
/// Since a host is unique and is considered both a client and a server, for each source NetworkPrefab you must manually
/// register all potential <see cref="GameObject"/> target overrides that have the <see cref="NetworkObject"/> component.
/// </summary>
/// <param name="sourceNetworkPrefab">source NetworkPrefab to be overridden</param>
/// <param name="networkPrefabOverrides">one or more NetworkPrefabs could be used to override the source NetworkPrefab</param>
public void RegisterHostGlobalObjectIdHashValues(GameObject sourceNetworkPrefab, List<GameObject> networkPrefabOverrides)
{
if (NetworkManager.Singleton.IsListening)
{
if (NetworkManager.Singleton.IsHost)
{
var sourceNetworkObject = sourceNetworkPrefab.GetComponent<NetworkObject>();
if (sourceNetworkPrefab != null)
{
var sourceGlobalObjectIdHash = sourceNetworkObject.GlobalObjectIdHash;
// Now we register all
foreach (var gameObject in networkPrefabOverrides)
{
if (gameObject.TryGetComponent<NetworkObject>(out var targetNetworkObject))
{
if (!m_PrefabInstanceToPrefabAsset.ContainsKey(targetNetworkObject.GlobalObjectIdHash))
{
m_PrefabInstanceToPrefabAsset.Add(targetNetworkObject.GlobalObjectIdHash, sourceGlobalObjectIdHash);
}
else
{
Debug.LogWarning($"{targetNetworkObject.name} appears to be a duplicate entry!");
}
}
else
{
throw new Exception($"{targetNetworkObject.name} does not have a {nameof(NetworkObject)} component!");
}
}
}
else
{
throw new Exception($"{sourceNetworkPrefab.name} does not have a {nameof(NetworkObject)} component!");
}
}
else
{
throw new Exception($"You should only call {nameof(RegisterHostGlobalObjectIdHashValues)} as a Host!");
}
}
else
{
throw new Exception($"You can only call {nameof(RegisterHostGlobalObjectIdHashValues)} once NetworkManager is listening!");
}
}
/// <summary>
/// Use the <see cref="GameObject"/> of the overridden network prefab asset to remove a registered class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface.
/// </summary>
/// <param name="networkPrefabAsset"><see cref="GameObject"/> of the network prefab asset that was being overridden</param>
/// <returns>true (success) or false (failure)</returns>
public bool RemoveHandler(GameObject networkPrefabAsset)
{
return RemoveHandler(networkPrefabAsset.GetComponent<NetworkObject>().GlobalObjectIdHash);
}
/// <summary>
/// Use the <see cref="NetworkObject"/> of the overridden network prefab asset to remove a registered class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface.
/// </summary>
/// <param name="networkObject"><see cref="NetworkObject"/> of the source NetworkPrefab that was being overridden</param>
/// <returns>true (success) or false (failure)</returns>
public bool RemoveHandler(NetworkObject networkObject)
{
return RemoveHandler(networkObject.GlobalObjectIdHash);
}
/// <summary>
/// Use the <see cref="NetworkObject.GlobalObjectIdHash"/> of the overridden network prefab asset to remove a registered class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface.
/// </summary>
/// <param name="globalObjectIdHash"><see cref="NetworkObject.GlobalObjectIdHash"/> of the source NetworkPrefab that was being overridden</param>
/// <returns>true (success) or false (failure)</returns>
public bool RemoveHandler(uint globalObjectIdHash)
{
if (m_PrefabInstanceToPrefabAsset.ContainsValue(globalObjectIdHash))
{
uint networkPrefabHashKey = 0;
foreach (var kvp in m_PrefabInstanceToPrefabAsset)
{
if (kvp.Value == globalObjectIdHash)
{
networkPrefabHashKey = kvp.Key;
break;
}
}
m_PrefabInstanceToPrefabAsset.Remove(networkPrefabHashKey);
}
return m_PrefabAssetToPrefabHandler.Remove(globalObjectIdHash);
}
/// <summary>
/// Check to see if a <see cref="GameObject"/> with a <see cref="NetworkObject"/> is registered to an <see cref="INetworkPrefabInstanceHandler"/> implementation
/// </summary>
/// <param name="networkPrefab"></param>
/// <returns>true or false</returns>
internal bool ContainsHandler(GameObject networkPrefab) => ContainsHandler(networkPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
/// <summary>
/// Check to see if a <see cref="NetworkObject"/> is registered to an <see cref="INetworkPrefabInstanceHandler"/> implementation
/// </summary>
/// <param name="networkObject"></param>
/// <returns>true or false</returns>
internal bool ContainsHandler(NetworkObject networkObject) => ContainsHandler(networkObject.GlobalObjectIdHash);
/// <summary>
/// Check to see if a <see cref="NetworkObject.GlobalObjectIdHash"/> is registered to an <see cref="INetworkPrefabInstanceHandler"/> implementation
/// </summary>
/// <param name="networkPrefabHash"></param>
/// <returns>true or false</returns>
internal bool ContainsHandler(uint networkPrefabHash) => m_PrefabAssetToPrefabHandler.ContainsKey(networkPrefabHash) || m_PrefabInstanceToPrefabAsset.ContainsKey(networkPrefabHash);
/// <summary>
/// Returns the source NetworkPrefab's <see cref="NetworkObject.GlobalObjectIdHash"/>
/// </summary>
/// <param name="networkPrefabHash"></param>
/// <returns></returns>
internal uint GetSourceGlobalObjectIdHash(uint networkPrefabHash)
{
if (m_PrefabAssetToPrefabHandler.ContainsKey(networkPrefabHash))
{
return networkPrefabHash;
}
if (m_PrefabInstanceToPrefabAsset.TryGetValue(networkPrefabHash, out var hash))
{
return hash;
}
return 0;
}
/// <summary>
/// Will return back a <see cref="NetworkObject"/> generated via an <see cref="INetworkPrefabInstanceHandler"/> implementation
/// Note: Invoked only on the client side and called within NetworkSpawnManager.CreateLocalNetworkObject
/// </summary>
/// <param name="networkPrefabAssetHash">typically the "server-side" asset's prefab hash</param>
/// <param name="ownerClientId"></param>
/// <param name="position"></param>
/// <param name="rotation"></param>
/// <returns></returns>
internal NetworkObject HandleNetworkPrefabSpawn(uint networkPrefabAssetHash, ulong ownerClientId, Vector3 position, Quaternion rotation)
{
if (m_PrefabAssetToPrefabHandler.TryGetValue(networkPrefabAssetHash, out var prefabInstanceHandler))
{
var networkObjectInstance = prefabInstanceHandler.Instantiate(ownerClientId, position, rotation);
//Now we must make sure this alternate PrefabAsset spawned in place of the prefab asset with the networkPrefabAssetHash (GlobalObjectIdHash)
//is registered and linked to the networkPrefabAssetHash so during the HandleNetworkPrefabDestroy process we can identify the alternate prefab asset.
if (networkObjectInstance != null && !m_PrefabInstanceToPrefabAsset.ContainsKey(networkObjectInstance.GlobalObjectIdHash))
{
m_PrefabInstanceToPrefabAsset.Add(networkObjectInstance.GlobalObjectIdHash, networkPrefabAssetHash);
}
return networkObjectInstance;
}
return null;
}
/// <summary>
/// Will invoke the <see cref="INetworkPrefabInstanceHandler"/> implementation's Destroy method
/// </summary>
/// <param name="networkObjectInstance"></param>
internal void HandleNetworkPrefabDestroy(NetworkObject networkObjectInstance)
{
var networkObjectInstanceHash = networkObjectInstance.GlobalObjectIdHash;
// Do we have custom overrides registered?
if (m_PrefabInstanceToPrefabAsset.TryGetValue(networkObjectInstanceHash, out var networkPrefabAssetHash))
{
if (m_PrefabAssetToPrefabHandler.TryGetValue(networkPrefabAssetHash, out var prefabInstanceHandler))
{
prefabInstanceHandler.Destroy(networkObjectInstance);
}
}
else // Otherwise the NetworkObject is the source NetworkPrefab
if (m_PrefabAssetToPrefabHandler.TryGetValue(networkObjectInstanceHash, out var prefabInstanceHandler))
{
prefabInstanceHandler.Destroy(networkObjectInstance);
}
}
/// <summary>
/// Returns the <see cref="GameObject"/> to use as the override as could be defined within the NetworkPrefab list
/// Note: This should be used to create <see cref="GameObject"/> pools (with <see cref="NetworkObject"/> components)
/// under the scenario where you are using the Host model as it spawns everything locally. As such, the override
/// will not be applied when spawning locally on a Host.
/// Related Classes and Interfaces:
/// <see cref="INetworkPrefabInstanceHandler"/>
/// </summary>
/// <param name="gameObject">the <see cref="GameObject"/> to be checked for a <see cref="NetworkManager"/> defined NetworkPrefab override</param>
/// <returns>a <see cref="GameObject"/> that is either the override or if no overrides exist it returns the same as the one passed in as a parameter</returns>
public GameObject GetNetworkPrefabOverride(GameObject gameObject)
{
if (gameObject.TryGetComponent<NetworkObject>(out var networkObject))
{
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(networkObject.GlobalObjectIdHash))
{
switch (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].Override)
{
case NetworkPrefabOverride.Hash:
case NetworkPrefabOverride.Prefab:
{
return m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].OverridingTargetPrefab;
}
}
}
}
return gameObject;
}
/// <summary>
/// Adds a new prefab to the network prefab list.
/// This can be any GameObject with a NetworkObject component, from any source (addressables, asset
/// bundles, Resource.Load, dynamically created, etc)
///
/// There are three limitations to this method:
/// - If you have NetworkConfig.ForceSamePrefabs enabled, you can only do this before starting
/// networking, and the server and all connected clients must all have the same exact set of prefabs
/// added via this method before connecting
/// - Adding a prefab on the server does not automatically add it on the client - it's up to you
/// to make sure the client and server are synchronized via whatever method makes sense for your game
/// (RPCs, configurations, deterministic loading, etc)
/// - If the server sends a Spawn message to a client that has not yet added a prefab for, the spawn message
/// and any other relevant messages will be held for a configurable time (default 1 second, configured via
/// NetworkConfig.SpawnTimeout) before an error is logged. This is intended to enable the SDK to gracefully
/// handle unexpected conditions (slow disks, slow network, etc) that slow down asset loading. This timeout
/// should not be relied on and code shouldn't be written around it - your code should be written so that
/// the asset is expected to be loaded before it's needed.
/// </summary>
/// <param name="prefab"></param>
/// <exception cref="Exception"></exception>
public void AddNetworkPrefab(GameObject prefab)
{
if (m_NetworkManager.IsListening && m_NetworkManager.NetworkConfig.ForceSamePrefabs)
{
throw new Exception($"All prefabs must be registered before starting {nameof(NetworkManager)} when {nameof(NetworkConfig.ForceSamePrefabs)} is enabled.");
}
var networkObject = prefab.GetComponent<NetworkObject>();
if (!networkObject)
{
throw new Exception($"All {nameof(NetworkPrefab)}s must contain a {nameof(NetworkObject)} component.");
}
var networkPrefab = new NetworkPrefab { Prefab = prefab };
bool added = m_NetworkManager.NetworkConfig.Prefabs.Add(networkPrefab);
if (m_NetworkManager.IsListening && added)
{
m_NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, networkObject.GlobalObjectIdHash);
}
}
/// <summary>
/// Remove a prefab from the prefab list.
/// As with AddNetworkPrefab, this is specific to the client it's called on -
/// calling it on the server does not automatically remove anything on any of the
/// client processes.
///
/// Like AddNetworkPrefab, when NetworkConfig.ForceSamePrefabs is enabled,
/// this cannot be called after connecting.
/// </summary>
/// <param name="prefab"></param>
public void RemoveNetworkPrefab(GameObject prefab)
{
if (m_NetworkManager.IsListening && m_NetworkManager.NetworkConfig.ForceSamePrefabs)
{
throw new Exception($"Prefabs cannot be removed after starting {nameof(NetworkManager)} when {nameof(NetworkConfig.ForceSamePrefabs)} is enabled.");
}
var globalObjectIdHash = prefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
m_NetworkManager.NetworkConfig.Prefabs.Remove(prefab);
if (ContainsHandler(globalObjectIdHash))
{
RemoveHandler(globalObjectIdHash);
}
}
/// <summary>
/// If one exists, registers the player prefab
/// </summary>
internal void RegisterPlayerPrefab()
{
var networkConfig = m_NetworkManager.NetworkConfig;
// If we have a player prefab, then we need to verify it is in the list of NetworkPrefabOverrideLinks for client side spawning.
if (networkConfig.PlayerPrefab != null)
{
if (networkConfig.PlayerPrefab.TryGetComponent<NetworkObject>(out var playerPrefabNetworkObject))
{
//In the event there is no NetworkPrefab entry (i.e. no override for default player prefab)
if (!networkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(playerPrefabNetworkObject.GlobalObjectIdHash))
{
//Then add a new entry for the player prefab
AddNetworkPrefab(networkConfig.PlayerPrefab);
}
}
else
{
// Provide the name of the prefab with issues so the user can more easily find the prefab and fix it
Debug.LogError($"{nameof(NetworkConfig.PlayerPrefab)} (\"{networkConfig.PlayerPrefab.name}\") has no NetworkObject assigned to it!.");
}
}
}
internal void Initialize(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
}
}
}