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com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs
Unity Technologies add668dfd2 com.unity.netcode.gameobjects@1.0.0-pre.8
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.8] - 2022-04-27

### Changed

- `unmanaged` structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as `NativeList<T>`) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add `INetworkSerializeByMemcpy` to the interface list (i.e., `struct Foo : INetworkSerializeByMemcpy`). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in `ForceNetworkSerializeByMemcpy<T>`. (#1901)

### Removed
- Removed `SIPTransport` (#1870)

- Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs).

### Fixed

- Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
- Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884)
- Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883)
- Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854)
- Passing generic types to RPCs no longer causes a native crash (#1901)
- Fixed an issue where calling `Shutdown` on a `NetworkManager` that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes `Shutdown` idempotent). (#1877)
2022-04-27 00:00:00 +00:00

259 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// The configuration object used to start server, client and hosts
/// </summary>
[Serializable]
public class NetworkConfig
{
/// <summary>
/// The protocol version. Different versions doesn't talk to each other.
/// </summary>
[Tooltip("Use this to make two builds incompatible with each other")]
public ushort ProtocolVersion = 0;
/// <summary>
/// The transport hosts the sever uses
/// </summary>
[Tooltip("The NetworkTransport to use")]
public NetworkTransport NetworkTransport = null;
/// <summary>
/// The default player prefab
/// </summary>
[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
public GameObject PlayerPrefab;
/// <summary>
/// A list of prefabs that can be dynamically spawned.
/// </summary>
[SerializeField]
[Tooltip("The prefabs that can be spawned across the network")]
internal List<NetworkPrefab> NetworkPrefabs = new List<NetworkPrefab>();
/// <summary>
/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
/// Generated at runtime and OnValidate
/// </summary>
internal Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
internal Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
/// <summary>
/// The tickrate of network ticks. This value controls how often netcode runs user code and sends out data.
/// </summary>
[Tooltip("The tickrate. This value controls how often netcode runs user code and sends out data. The value is in 'ticks per seconds' which means a value of 50 will result in 50 ticks being executed per second or a fixed delta time of 0.02.")]
public uint TickRate = 30;
/// <summary>
/// The amount of seconds to wait for handshake to complete before timing out a client
/// </summary>
[Tooltip("The amount of seconds to wait for the handshake to complete before the client times out")]
public int ClientConnectionBufferTimeout = 10;
/// <summary>
/// Whether or not to use connection approval
/// </summary>
[Tooltip("Whether or not to force clients to be approved before they connect")]
public bool ConnectionApproval = false;
/// <summary>
/// The data to send during connection which can be used to decide on if a client should get accepted
/// </summary>
[Tooltip("The connection data sent along with connection requests")]
public byte[] ConnectionData = new byte[0];
/// <summary>
/// If your logic uses the NetworkTime, this should probably be turned off. If however it's needed to maximize accuracy, this is recommended to be turned on
/// </summary>
[Tooltip("Enable this to re-sync the NetworkTime after the initial sync")]
public bool EnableTimeResync = false;
/// <summary>
/// If time re-sync is turned on, this specifies the interval between syncs in seconds.
/// </summary>
[Tooltip("The amount of seconds between re-syncs of NetworkTime, if enabled")]
public int TimeResyncInterval = 30;
/// <summary>
/// Whether or not to ensure that NetworkVariables can be read even if a client accidentally writes where its not allowed to. This costs some CPU and bandwidth.
/// </summary>
[Tooltip("Ensures that NetworkVariables can be read even if a client accidental writes where its not allowed to. This will cost some CPU time and bandwidth")]
public bool EnsureNetworkVariableLengthSafety = false;
/// <summary>
/// Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.
/// SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.
/// </summary>
[Tooltip("Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.\n" +
"SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.")]
public bool EnableSceneManagement = true;
/// <summary>
/// Whether or not the netcode should check for differences in the prefabs at connection.
/// If you dynamically add prefabs at runtime, turn this OFF
/// </summary>
[Tooltip("Whether or not the netcode should check for differences in the prefab lists at connection")]
public bool ForceSamePrefabs = true;
/// <summary>
/// If true, NetworkIds will be reused after the NetworkIdRecycleDelay.
/// </summary>
[Tooltip("If true, NetworkIds will be reused after the NetworkIdRecycleDelay")]
public bool RecycleNetworkIds = true;
/// <summary>
/// The amount of seconds a NetworkId has to be unused in order for it to be reused.
/// </summary>
[Tooltip("The amount of seconds a NetworkId has to unused in order for it to be reused")]
public float NetworkIdRecycleDelay = 120f;
/// <summary>
/// Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions
/// </summary>
[Tooltip("The maximum amount of bytes to use for RPC messages.")]
public HashSize RpcHashSize = HashSize.VarIntFourBytes;
/// <summary>
/// The amount of seconds to wait for all clients to load or unload a requested scene
/// </summary>
[Tooltip("The amount of seconds to wait for all clients to load or unload a requested scene (only when EnableSceneManagement is enabled)")]
public int LoadSceneTimeOut = 120;
/// <summary>
/// The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped.
/// </summary>
[Tooltip("The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped")]
public float SpawnTimeout = 1f;
/// <summary>
/// Whether or not to enable network logs.
/// </summary>
public bool EnableNetworkLogs = true;
public const int RttAverageSamples = 5; // number of RTT to keep an average of (plus one)
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
/// <summary>
/// Returns a base64 encoded version of the configuration
/// </summary>
/// <returns></returns>
public string ToBase64()
{
NetworkConfig config = this;
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
using (writer)
{
writer.WriteValueSafe(config.ProtocolVersion);
writer.WriteValueSafe(config.TickRate);
writer.WriteValueSafe(config.ClientConnectionBufferTimeout);
writer.WriteValueSafe(config.ConnectionApproval);
writer.WriteValueSafe(config.LoadSceneTimeOut);
writer.WriteValueSafe(config.EnableTimeResync);
writer.WriteValueSafe(config.EnsureNetworkVariableLengthSafety);
writer.WriteValueSafe(config.RpcHashSize);
writer.WriteValueSafe(ForceSamePrefabs);
writer.WriteValueSafe(EnableSceneManagement);
writer.WriteValueSafe(RecycleNetworkIds);
writer.WriteValueSafe(NetworkIdRecycleDelay);
writer.WriteValueSafe(EnableNetworkLogs);
// Allocates
return Convert.ToBase64String(writer.ToArray());
}
}
/// <summary>
/// Sets the NetworkConfig data with that from a base64 encoded version
/// </summary>
/// <param name="base64">The base64 encoded version</param>
public void FromBase64(string base64)
{
NetworkConfig config = this;
byte[] binary = Convert.FromBase64String(base64);
using var reader = new FastBufferReader(binary, Allocator.Temp);
using (reader)
{
reader.ReadValueSafe(out config.ProtocolVersion);
reader.ReadValueSafe(out config.TickRate);
reader.ReadValueSafe(out config.ClientConnectionBufferTimeout);
reader.ReadValueSafe(out config.ConnectionApproval);
reader.ReadValueSafe(out config.LoadSceneTimeOut);
reader.ReadValueSafe(out config.EnableTimeResync);
reader.ReadValueSafe(out config.EnsureNetworkVariableLengthSafety);
reader.ReadValueSafe(out config.RpcHashSize);
reader.ReadValueSafe(out config.ForceSamePrefabs);
reader.ReadValueSafe(out config.EnableSceneManagement);
reader.ReadValueSafe(out config.RecycleNetworkIds);
reader.ReadValueSafe(out config.NetworkIdRecycleDelay);
reader.ReadValueSafe(out config.EnableNetworkLogs);
}
}
private ulong? m_ConfigHash = null;
/// <summary>
/// Gets a SHA256 hash of parts of the NetworkConfig instance
/// </summary>
/// <param name="cache"></param>
/// <returns></returns>
public ulong GetConfig(bool cache = true)
{
if (m_ConfigHash != null && cache)
{
return m_ConfigHash.Value;
}
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, int.MaxValue);
using (writer)
{
writer.WriteValueSafe(ProtocolVersion);
writer.WriteValueSafe(NetworkConstants.PROTOCOL_VERSION);
if (ForceSamePrefabs)
{
var sortedDictionary = NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
foreach (var sortedEntry in sortedDictionary)
{
writer.WriteValueSafe(sortedEntry.Key);
}
}
writer.WriteValueSafe(TickRate);
writer.WriteValueSafe(ConnectionApproval);
writer.WriteValueSafe(ForceSamePrefabs);
writer.WriteValueSafe(EnableSceneManagement);
writer.WriteValueSafe(EnsureNetworkVariableLengthSafety);
writer.WriteValueSafe(RpcHashSize);
if (cache)
{
m_ConfigHash = XXHash.Hash64(writer.ToArray());
return m_ConfigHash.Value;
}
return XXHash.Hash64(writer.ToArray());
}
}
/// <summary>
/// Compares a SHA256 hash with the current NetworkConfig instances hash
/// </summary>
/// <param name="hash"></param>
/// <returns></returns>
public bool CompareConfig(ulong hash)
{
return hash == GetConfig();
}
}
}