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)
149 lines
7.0 KiB
C#
149 lines
7.0 KiB
C#
using System.Collections.Generic;
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using Unity.Collections;
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namespace Unity.Netcode
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{
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internal struct ConnectionApprovedMessage : INetworkMessage
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{
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public int Version => 0;
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public ulong OwnerClientId;
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public int NetworkTick;
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// Not serialized, held as references to serialize NetworkVariable data
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public HashSet<NetworkObject> SpawnedObjectsList;
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private FastBufferReader m_ReceivedSceneObjectData;
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public NativeArray<MessageVersionData> MessageVersions;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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// ============================================================
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// BEGIN FORBIDDEN SEGMENT
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// DO NOT CHANGE THIS HEADER. Everything added to this message
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// must go AFTER the message version header.
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// ============================================================
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BytePacker.WriteValueBitPacked(writer, MessageVersions.Length);
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foreach (var messageVersion in MessageVersions)
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{
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messageVersion.Serialize(writer);
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}
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// ============================================================
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// END FORBIDDEN SEGMENT
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// ============================================================
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BytePacker.WriteValueBitPacked(writer, OwnerClientId);
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BytePacker.WriteValueBitPacked(writer, NetworkTick);
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uint sceneObjectCount = 0;
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if (SpawnedObjectsList != null)
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{
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var pos = writer.Position;
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writer.Seek(writer.Position + FastBufferWriter.GetWriteSize(sceneObjectCount));
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// Serialize NetworkVariable data
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foreach (var sobj in SpawnedObjectsList)
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{
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if (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId))
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{
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sobj.Observers.Add(OwnerClientId);
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var sceneObject = sobj.GetMessageSceneObject(OwnerClientId);
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sceneObject.Serialize(writer);
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++sceneObjectCount;
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}
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}
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writer.Seek(pos);
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// Can't pack this value because its space is reserved, so it needs to always use all the reserved space.
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writer.WriteValueSafe(sceneObjectCount);
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writer.Seek(writer.Length);
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}
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else
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{
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writer.WriteValueSafe(sceneObjectCount);
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}
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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if (!networkManager.IsClient)
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{
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return false;
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}
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// ============================================================
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// BEGIN FORBIDDEN SEGMENT
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// DO NOT CHANGE THIS HEADER. Everything added to this message
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// must go AFTER the message version header.
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// ============================================================
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ByteUnpacker.ReadValueBitPacked(reader, out int length);
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var messageHashesInOrder = new NativeArray<uint>(length, Allocator.Temp);
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for (var i = 0; i < length; ++i)
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{
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var messageVersion = new MessageVersionData();
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messageVersion.Deserialize(reader);
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networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
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messageHashesInOrder[i] = messageVersion.Hash;
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// Update the received version since this message will always be passed version 0, due to the map not
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// being initialized until just now.
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var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
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if (messageType == typeof(ConnectionApprovedMessage))
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{
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receivedMessageVersion = messageVersion.Version;
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}
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}
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networkManager.ConnectionManager.MessageManager.SetServerMessageOrder(messageHashesInOrder);
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messageHashesInOrder.Dispose();
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// ============================================================
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// END FORBIDDEN SEGMENT
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// ============================================================
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ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
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ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
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m_ReceivedSceneObjectData = reader;
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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networkManager.LocalClientId = OwnerClientId;
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networkManager.NetworkMetrics.SetConnectionId(networkManager.LocalClientId);
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var time = new NetworkTime(networkManager.NetworkTickSystem.TickRate, NetworkTick);
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networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
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networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
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networkManager.ConnectionManager.LocalClient.SetRole(false, true, networkManager);
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networkManager.ConnectionManager.LocalClient.IsApproved = true;
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networkManager.ConnectionManager.LocalClient.ClientId = OwnerClientId;
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// Stop the client-side approval timeout coroutine since we are approved.
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networkManager.ConnectionManager.StopClientApprovalCoroutine();
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// Only if scene management is disabled do we handle NetworkObject synchronization at this point
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if (!networkManager.NetworkConfig.EnableSceneManagement)
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{
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networkManager.SpawnManager.DestroySceneObjects();
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m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount);
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// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
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// to create a list to hold the data. This is a breach of convention for performance reasons.
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for (ushort i = 0; i < sceneObjectCount; i++)
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{
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var sceneObject = new NetworkObject.SceneObject();
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sceneObject.Deserialize(m_ReceivedSceneObjectData);
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NetworkObject.AddSceneObject(sceneObject, m_ReceivedSceneObjectData, networkManager);
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}
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// Mark the client being connected
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networkManager.IsConnectedClient = true;
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// When scene management is disabled we notify after everything is synchronized
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networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
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}
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}
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}
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}
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