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)
161 lines
6.4 KiB
C#
161 lines
6.4 KiB
C#
using Unity.Collections;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
internal struct ConnectionRequestMessage : INetworkMessage
|
|
{
|
|
public int Version => 0;
|
|
|
|
public ulong ConfigHash;
|
|
|
|
public byte[] ConnectionData;
|
|
|
|
public bool ShouldSendConnectionData;
|
|
|
|
public NativeArray<MessageVersionData> MessageVersions;
|
|
|
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
|
{
|
|
// ============================================================
|
|
// BEGIN FORBIDDEN SEGMENT
|
|
// DO NOT CHANGE THIS HEADER. Everything added to this message
|
|
// must go AFTER the message version header.
|
|
// ============================================================
|
|
BytePacker.WriteValueBitPacked(writer, MessageVersions.Length);
|
|
foreach (var messageVersion in MessageVersions)
|
|
{
|
|
messageVersion.Serialize(writer);
|
|
}
|
|
// ============================================================
|
|
// END FORBIDDEN SEGMENT
|
|
// ============================================================
|
|
|
|
if (ShouldSendConnectionData)
|
|
{
|
|
writer.WriteValueSafe(ConfigHash);
|
|
writer.WriteValueSafe(ConnectionData);
|
|
}
|
|
else
|
|
{
|
|
writer.WriteValueSafe(ConfigHash);
|
|
}
|
|
}
|
|
|
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
|
{
|
|
var networkManager = (NetworkManager)context.SystemOwner;
|
|
if (!networkManager.IsServer)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// ============================================================
|
|
// BEGIN FORBIDDEN SEGMENT
|
|
// DO NOT CHANGE THIS HEADER. Everything added to this message
|
|
// must go AFTER the message version header.
|
|
// ============================================================
|
|
ByteUnpacker.ReadValueBitPacked(reader, out int length);
|
|
for (var i = 0; i < length; ++i)
|
|
{
|
|
var messageVersion = new MessageVersionData();
|
|
messageVersion.Deserialize(reader);
|
|
networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
|
|
|
|
// Update the received version since this message will always be passed version 0, due to the map not
|
|
// being initialized until just now.
|
|
var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
|
|
if (messageType == typeof(ConnectionRequestMessage))
|
|
{
|
|
receivedMessageVersion = messageVersion.Version;
|
|
}
|
|
}
|
|
// ============================================================
|
|
// END FORBIDDEN SEGMENT
|
|
// ============================================================
|
|
|
|
if (networkManager.NetworkConfig.ConnectionApproval)
|
|
{
|
|
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize<int>()))
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"Incomplete connection request message given config - possible {nameof(NetworkConfig)} mismatch.");
|
|
}
|
|
|
|
networkManager.DisconnectClient(context.SenderId);
|
|
return false;
|
|
}
|
|
|
|
reader.ReadValue(out ConfigHash);
|
|
|
|
if (!networkManager.NetworkConfig.CompareConfig(ConfigHash))
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
|
|
}
|
|
|
|
networkManager.DisconnectClient(context.SenderId);
|
|
return false;
|
|
}
|
|
|
|
reader.ReadValueSafe(out ConnectionData);
|
|
}
|
|
else
|
|
{
|
|
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash)))
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"Incomplete connection request message.");
|
|
}
|
|
|
|
networkManager.DisconnectClient(context.SenderId);
|
|
return false;
|
|
}
|
|
reader.ReadValue(out ConfigHash);
|
|
|
|
if (!networkManager.NetworkConfig.CompareConfig(ConfigHash))
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
|
|
}
|
|
|
|
networkManager.DisconnectClient(context.SenderId);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void Handle(ref NetworkContext context)
|
|
{
|
|
var networkManager = (NetworkManager)context.SystemOwner;
|
|
var senderId = context.SenderId;
|
|
|
|
if (networkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client))
|
|
{
|
|
// Set to pending approval to prevent future connection requests from being approved
|
|
client.ConnectionState = PendingClient.State.PendingApproval;
|
|
}
|
|
|
|
if (networkManager.NetworkConfig.ConnectionApproval)
|
|
{
|
|
var messageRequest = this;
|
|
networkManager.ConnectionManager.ApproveConnection(ref messageRequest, ref context);
|
|
}
|
|
else
|
|
{
|
|
var response = new NetworkManager.ConnectionApprovalResponse
|
|
{
|
|
Approved = true,
|
|
CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null
|
|
};
|
|
networkManager.ConnectionManager.HandleConnectionApproval(senderId, response);
|
|
}
|
|
}
|
|
}
|
|
}
|