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). ## [1.6.0] - 2023-08-09 ### Added - Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference. ### Fixed - Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661) - Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636) - Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636) - Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636) - Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636) ### Changed
423 lines
19 KiB
C#
423 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor
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{
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/// <summary>
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/// The <see cref="CustomEditor"/> for <see cref="NetworkBehaviour"/>
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/// </summary>
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[CustomEditor(typeof(NetworkBehaviour), true)]
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[CanEditMultipleObjects]
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public class NetworkBehaviourEditor : UnityEditor.Editor
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{
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private bool m_Initialized;
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private readonly List<string> m_NetworkVariableNames = new List<string>();
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private readonly Dictionary<string, FieldInfo> m_NetworkVariableFields = new Dictionary<string, FieldInfo>();
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private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>();
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private GUIContent m_NetworkVariableLabelGuiContent;
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private GUIContent m_NetworkListLabelGuiContent;
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private void Init(MonoScript script)
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{
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m_Initialized = true;
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m_NetworkVariableNames.Clear();
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m_NetworkVariableFields.Clear();
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m_NetworkVariableObjects.Clear();
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m_NetworkVariableLabelGuiContent = new GUIContent("NetworkVariable", "This variable is a NetworkVariable. It can not be serialized and can only be changed during runtime.");
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m_NetworkListLabelGuiContent = new GUIContent("NetworkList", "This variable is a NetworkList. It is rendered, but you can't serialize or change it.");
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var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
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for (int i = 0; i < fields.Length; i++)
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{
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var ft = fields[i].FieldType;
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if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
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{
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m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
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m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
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}
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if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
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{
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m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
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m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
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}
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}
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}
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private void RenderNetworkVariable(int index)
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{
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if (!m_NetworkVariableFields.ContainsKey(m_NetworkVariableNames[index]))
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{
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serializedObject.Update();
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var scriptProperty = serializedObject.FindProperty("m_Script");
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if (scriptProperty == null)
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{
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return;
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}
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var targetScript = scriptProperty.objectReferenceValue as MonoScript;
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Init(targetScript);
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}
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object value = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
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if (value == null)
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{
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var fieldType = m_NetworkVariableFields[m_NetworkVariableNames[index]].FieldType;
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var networkVariable = (NetworkVariableBase)Activator.CreateInstance(fieldType, true);
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m_NetworkVariableFields[m_NetworkVariableNames[index]].SetValue(target, networkVariable);
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}
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var type = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target).GetType();
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var genericType = type.GetGenericArguments()[0];
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EditorGUILayout.BeginHorizontal();
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if (genericType.IsValueType)
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{
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var isEquatable = false;
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foreach (var iface in genericType.GetInterfaces())
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{
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if (iface.IsGenericType && iface.GetGenericTypeDefinition() == typeof(IEquatable<>))
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{
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isEquatable = true;
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}
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}
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MethodInfo method;
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if (isEquatable)
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{
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method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueTypeIEquatable), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
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}
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else
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{
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method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueType), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
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}
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var genericMethod = method.MakeGenericMethod(genericType);
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genericMethod.Invoke(this, new[] { (object)index });
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}
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else
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{
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EditorGUILayout.LabelField("Type not renderable");
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GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
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EditorGUILayout.EndHorizontal();
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}
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}
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private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged
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{
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try
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{
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var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
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RenderNetworkVariableValueType(index, networkVariable);
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}
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catch (Exception e)
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{
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Debug.Log(e);
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throw;
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}
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EditorGUILayout.EndHorizontal();
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}
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private void RenderNetworkContainerValueTypeIEquatable<T>(int index) where T : unmanaged, IEquatable<T>
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{
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try
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{
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var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
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RenderNetworkVariableValueType(index, networkVariable);
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}
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catch (Exception)
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{
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try
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{
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var networkList = (NetworkList<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
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RenderNetworkListValueType(index, networkList);
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}
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catch (Exception e)
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{
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Debug.Log(e);
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throw;
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}
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}
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EditorGUILayout.EndHorizontal();
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}
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private void RenderNetworkVariableValueType<T>(int index, NetworkVariable<T> networkVariable) where T : unmanaged
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{
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var type = typeof(T);
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object val = networkVariable.Value;
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string variableName = m_NetworkVariableNames[index];
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var behaviour = (NetworkBehaviour)target;
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// Only server can MODIFY. So allow modification if network is either not running or we are server
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if (behaviour.IsBehaviourEditable())
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{
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if (type == typeof(int))
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{
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val = EditorGUILayout.IntField(variableName, (int)val);
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}
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else if (type == typeof(uint))
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{
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val = (uint)EditorGUILayout.LongField(variableName, (uint)val);
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}
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else if (type == typeof(short))
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{
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val = (short)EditorGUILayout.IntField(variableName, (short)val);
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}
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else if (type == typeof(ushort))
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{
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val = (ushort)EditorGUILayout.IntField(variableName, (ushort)val);
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}
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else if (type == typeof(sbyte))
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{
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val = (sbyte)EditorGUILayout.IntField(variableName, (sbyte)val);
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}
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else if (type == typeof(byte))
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{
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val = (byte)EditorGUILayout.IntField(variableName, (byte)val);
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}
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else if (type == typeof(long))
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{
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val = EditorGUILayout.LongField(variableName, (long)val);
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}
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else if (type == typeof(ulong))
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{
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val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
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}
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else if (type == typeof(float))
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{
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val = EditorGUILayout.FloatField(variableName, (float)((float)val));
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}
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else if (type == typeof(bool))
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{
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val = EditorGUILayout.Toggle(variableName, (bool)val);
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}
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else if (type == typeof(string))
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{
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val = EditorGUILayout.TextField(variableName, (string)val);
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}
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else if (type.IsEnum)
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{
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val = EditorGUILayout.EnumPopup(variableName, (Enum)val);
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}
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else
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{
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EditorGUILayout.LabelField("Type not renderable");
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}
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networkVariable.Value = (T)val;
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}
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else
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{
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EditorGUILayout.LabelField(variableName, EditorStyles.wordWrappedLabel);
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EditorGUILayout.SelectableLabel(val.ToString(), EditorStyles.wordWrappedLabel);
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}
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GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
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}
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private void RenderNetworkListValueType<T>(int index, NetworkList<T> networkList)
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where T : unmanaged, IEquatable<T>
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{
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string variableName = m_NetworkVariableNames[index];
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string value = "";
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bool addComma = false;
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foreach (var v in networkList)
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{
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if (addComma)
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{
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value += ", ";
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}
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value += v.ToString();
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addComma = true;
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}
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EditorGUILayout.LabelField(variableName, value);
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GUILayout.Label(m_NetworkListLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkListLabelGuiContent).x));
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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if (!m_Initialized)
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{
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serializedObject.Update();
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var scriptProperty = serializedObject.FindProperty("m_Script");
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if (scriptProperty == null)
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{
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return;
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}
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var targetScript = scriptProperty.objectReferenceValue as MonoScript;
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Init(targetScript);
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}
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EditorGUI.BeginChangeCheck();
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serializedObject.Update();
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for (int i = 0; i < m_NetworkVariableNames.Count; i++)
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{
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RenderNetworkVariable(i);
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}
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var property = serializedObject.GetIterator();
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bool expanded = true;
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while (property.NextVisible(expanded))
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{
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if (m_NetworkVariableNames.Contains(ObjectNames.NicifyVariableName(property.name)))
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{
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// Skip rendering of NetworkVars, they have special rendering
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continue;
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}
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if (property.propertyType == SerializedPropertyType.ObjectReference)
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{
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if (property.name == "m_Script")
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{
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EditorGUI.BeginDisabledGroup(true);
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}
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EditorGUILayout.PropertyField(property, true);
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if (property.name == "m_Script")
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{
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EditorGUI.EndDisabledGroup();
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}
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}
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else
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PropertyField(property, true);
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EditorGUILayout.EndHorizontal();
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}
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expanded = false;
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}
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serializedObject.ApplyModifiedProperties();
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EditorGUI.EndChangeCheck();
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}
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/// <summary>
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/// Invoked once when a NetworkBehaviour component is
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/// displayed in the inspector view.
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/// </summary>
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private void OnEnable()
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{
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// This can be null and throw an exception when running test runner in the editor
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if (target == null)
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{
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return;
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}
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// When we first add a NetworkBehaviour this editor will be enabled
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// so we go ahead and check for an already existing NetworkObject here
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CheckForNetworkObject((target as NetworkBehaviour).gameObject);
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}
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/// <summary>
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/// Recursively finds the root parent of a <see cref="Transform"/>
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/// </summary>
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/// <param name="transform">The current <see cref="Transform"/> we are inspecting for a parent</param>
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/// <returns>the root parent for the first <see cref="Transform"/> passed into the method</returns>
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public static Transform GetRootParentTransform(Transform transform)
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{
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if (transform.parent == null || transform.parent == transform)
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{
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return transform;
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}
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return GetRootParentTransform(transform.parent);
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}
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/// <summary>
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/// Used to determine if a GameObject has one or more NetworkBehaviours but
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/// does not already have a NetworkObject component. If not it will notify
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/// the user that NetworkBehaviours require a NetworkObject.
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject"/> to start checking for a <see cref="NetworkObject"/></param>
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/// <param name="networkObjectRemoved">used internally</param>
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public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
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{
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// If there are no NetworkBehaviours or gameObjects then exit early
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// If we are in play mode and a user is inspecting something then exit early (we don't add NetworkObjects to something when in play mode)
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if (EditorApplication.isPlaying || gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
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{
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return;
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}
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// Now get the root parent transform to the current GameObject (or itself)
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var rootTransform = GetRootParentTransform(gameObject.transform);
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if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))
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{
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networkManager = rootTransform.GetComponentInChildren<NetworkManager>();
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}
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// If there is a NetworkManager, then notify the user that a NetworkManager cannot have NetworkBehaviour components
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if (networkManager != null)
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{
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var networkBehaviours = networkManager.gameObject.GetComponents<NetworkBehaviour>();
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var networkBehavioursChildren = networkManager.gameObject.GetComponentsInChildren<NetworkBehaviour>();
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if (networkBehaviours.Length > 0 || networkBehavioursChildren.Length > 0)
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{
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if (EditorUtility.DisplayDialog("NetworkBehaviour or NetworkManager Cannot Be Added", $"{nameof(NetworkManager)}s cannot have {nameof(NetworkBehaviour)} components added to the root parent or any of its children." +
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$" Would you like to remove the NetworkManager or NetworkBehaviour?", "NetworkManager", "NetworkBehaviour"))
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{
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DestroyImmediate(networkManager);
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}
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else
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{
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foreach (var networkBehaviour in networkBehaviours)
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{
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DestroyImmediate(networkBehaviour);
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}
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foreach (var networkBehaviour in networkBehaviours)
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{
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DestroyImmediate(networkBehaviour);
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}
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}
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return;
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}
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}
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// Otherwise, check to see if there is any NetworkObject from the root GameObject down to all children.
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// If not, notify the user that NetworkBehaviours require that the relative GameObject has a NetworkObject component.
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if (!rootTransform.TryGetComponent<NetworkObject>(out var networkObject))
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{
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networkObject = rootTransform.GetComponentInChildren<NetworkObject>();
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if (networkObject == null)
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{
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// If we are removing a NetworkObject but there is still one or more NetworkBehaviour components
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// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement
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// then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
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// again.
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if (networkObjectRemoved && NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting())
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{
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Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
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Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
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}
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// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it
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if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}",
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$"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)",
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DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsEditorSettings.AutoAddNetworkObjectIfNoneExists))
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{
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gameObject.AddComponent<NetworkObject>();
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var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene);
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UnityEditor.SceneManagement.EditorSceneManager.SaveScene(activeScene);
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}
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}
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}
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}
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}
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}
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