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)
120 lines
5.7 KiB
C#
120 lines
5.7 KiB
C#
using System;
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namespace Unity.Netcode
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{
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internal class NetworkManagerHooks : INetworkHooks
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{
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private NetworkManager m_NetworkManager;
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internal NetworkManagerHooks(NetworkManager manager)
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{
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m_NetworkManager = manager;
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}
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public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
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{
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}
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public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
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{
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}
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public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
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{
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}
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public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
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{
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}
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public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
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{
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}
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public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
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{
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}
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public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
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{
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}
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public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
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{
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}
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public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
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{
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return !m_NetworkManager.MessageManager.StopProcessing;
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}
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public bool OnVerifyCanReceive(ulong senderId, Type messageType, FastBufferReader messageContent, ref NetworkContext context)
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{
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if (m_NetworkManager.IsServer)
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{
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if (messageType == typeof(ConnectionApprovedMessage))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogError($"A {nameof(ConnectionApprovedMessage)} was received from a client on the server side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(), 0, messageContent.Length)}");
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}
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return false;
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}
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if (m_NetworkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client) && (client.ConnectionState == PendingClient.State.PendingApproval || (client.ConnectionState == PendingClient.State.PendingConnection && messageType != typeof(ConnectionRequestMessage))))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Message received from {nameof(senderId)}={senderId} before it has been accepted");
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}
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return false;
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}
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if (m_NetworkManager.ConnectedClients.TryGetValue(senderId, out NetworkClient connectedClient) && messageType == typeof(ConnectionRequestMessage))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogError($"A {nameof(ConnectionRequestMessage)} was received from a client when the connection has already been established. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(), 0, messageContent.Length)}");
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}
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return false;
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}
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}
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else
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{
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if (messageType == typeof(ConnectionRequestMessage))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogError($"A {nameof(ConnectionRequestMessage)} was received from the server on the client side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(), 0, messageContent.Length)}");
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}
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return false;
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}
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if (m_NetworkManager.IsConnectedClient && messageType == typeof(ConnectionApprovedMessage))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogError($"A {nameof(ConnectionApprovedMessage)} was received from the server when the connection has already been established. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(), 0, messageContent.Length)}");
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}
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return false;
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}
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}
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return !m_NetworkManager.MessageManager.StopProcessing;
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}
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public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
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{
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}
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public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
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{
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}
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}
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}
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