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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
206 lines
8.9 KiB
C#
206 lines
8.9 KiB
C#
using System.Runtime.CompilerServices;
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using Unity.Mathematics;
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using UnityEngine;
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namespace Unity.Netcode.Components
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{
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/// <summary>
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/// Used to synchromnize delta position when half float precision is enabled
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/// </summary>
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public struct NetworkDeltaPosition : INetworkSerializable
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{
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internal const float MaxDeltaBeforeAdjustment = 64f;
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/// <summary>
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/// The HalfVector3 used to synchronize the delta in position
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/// </summary>
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public HalfVector3 HalfVector3;
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internal Vector3 CurrentBasePosition;
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internal Vector3 PrecisionLossDelta;
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internal Vector3 HalfDeltaConvertedBack;
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internal Vector3 PreviousPosition;
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internal Vector3 DeltaPosition;
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internal int NetworkTick;
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/// <summary>
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/// The serialization implementation of <see cref="INetworkSerializable"/>
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/// </summary>
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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HalfVector3.NetworkSerialize(serializer);
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}
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/// <summary>
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/// Gets the full precision value of Vector3 position while also potentially updating the current base position.
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/// </summary>
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/// <param name="networkTick">Use the current network tick value.</param>
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/// <returns>The full position as a <see cref="Vector3"/>.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 ToVector3(int networkTick)
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{
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// When synchronizing, it is possible to have a state update arrive
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// for the same synchronization network tick. Under this scenario,
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// we only want to return the existing CurrentBasePosition + DeltaPosition
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// values and not process the X, Y, or Z values.
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// (See the constructors below)
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if (networkTick == NetworkTick)
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{
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return CurrentBasePosition + DeltaPosition;
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}
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for (int i = 0; i < HalfVector3.Length; i++)
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{
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if (HalfVector3.AxisToSynchronize[i])
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{
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DeltaPosition[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
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// If we exceed or are equal to the maximum delta value then we need to
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// apply the delta to the CurrentBasePosition value and reset the delta
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// position for the axis.
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if (Mathf.Abs(DeltaPosition[i]) >= MaxDeltaBeforeAdjustment)
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{
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CurrentBasePosition[i] += DeltaPosition[i];
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DeltaPosition[i] = 0.0f;
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HalfVector3.Axis[i] = half.zero;
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}
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}
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}
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return CurrentBasePosition + DeltaPosition;
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}
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/// <summary>
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/// Returns the current base position (excluding the delta position offset).
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/// </summary>
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/// <returns>The current base position as a <see cref="Vector3"/></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 GetCurrentBasePosition()
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{
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return CurrentBasePosition;
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}
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/// <summary>
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/// Returns the full position which includes the delta offset position.
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/// </summary>
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/// <returns>The full position as a <see cref="Vector3"/>.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 GetFullPosition()
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{
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return CurrentBasePosition + DeltaPosition;
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}
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/// <summary>
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/// The half float vector3 version of the current delta position.
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/// </summary>
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/// <remarks>
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/// Only applies to the authoritative side for <see cref="NetworkTransform"/> instances.
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/// </remarks>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 GetConvertedDelta()
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{
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return HalfDeltaConvertedBack;
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}
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/// <summary>
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/// The full precision current delta position.
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/// </summary>
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/// <remarks>
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/// Authoritative: Will have no precision loss
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/// Non-Authoritative: Has the current network tick's loss of precision.
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/// Precision loss adjustments are one network tick behind on the
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/// non-authoritative side.
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/// </remarks>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 GetDeltaPosition()
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{
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return DeltaPosition;
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}
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/// <summary>
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/// Updates the position delta based off of the current base position.
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/// </summary>
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/// <param name="vector3">The full precision <see cref="Vector3"/> value to (converted to half floats) used to determine the delta offset positon.</param>
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/// <param name="networkTick">Set the current network tick value when updating.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void UpdateFrom(ref Vector3 vector3, int networkTick)
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{
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NetworkTick = networkTick;
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DeltaPosition = (vector3 + PrecisionLossDelta) - CurrentBasePosition;
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for (int i = 0; i < HalfVector3.Length; i++)
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{
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if (HalfVector3.AxisToSynchronize[i])
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{
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HalfVector3.Axis[i] = math.half(DeltaPosition[i]);
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HalfDeltaConvertedBack[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
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PrecisionLossDelta[i] = DeltaPosition[i] - HalfDeltaConvertedBack[i];
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if (Mathf.Abs(HalfDeltaConvertedBack[i]) >= MaxDeltaBeforeAdjustment)
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{
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CurrentBasePosition[i] += HalfDeltaConvertedBack[i];
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HalfDeltaConvertedBack[i] = 0.0f;
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DeltaPosition[i] = 0.0f;
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}
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}
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}
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for (int i = 0; i < HalfVector3.Length; i++)
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{
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if (HalfVector3.AxisToSynchronize[i])
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{
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PreviousPosition[i] = vector3[i];
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}
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}
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
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/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
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/// <param name="axisToSynchronize">The axis to be synchronized.</param>
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public NetworkDeltaPosition(Vector3 vector3, int networkTick, bool3 axisToSynchronize)
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{
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NetworkTick = networkTick;
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CurrentBasePosition = vector3;
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PreviousPosition = vector3;
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PrecisionLossDelta = Vector3.zero;
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DeltaPosition = Vector3.zero;
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HalfDeltaConvertedBack = Vector3.zero;
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HalfVector3 = new HalfVector3(vector3, axisToSynchronize);
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UpdateFrom(ref vector3, networkTick);
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}
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/// <summary>
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/// Constructor that defaults to all axis being synchronized.
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/// </summary>
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/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
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/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
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public NetworkDeltaPosition(Vector3 vector3, int networkTick) : this(vector3, networkTick, math.bool3(true))
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{
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
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/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
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/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
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/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
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/// <param name="axisToSynchronize">The axis to be synchronized.</param>
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public NetworkDeltaPosition(float x, float y, float z, int networkTick, bool3 axisToSynchronize) :
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this(new Vector3(x, y, z), networkTick, axisToSynchronize)
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{
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
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/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
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/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
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/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
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public NetworkDeltaPosition(float x, float y, float z, int networkTick) :
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this(new Vector3(x, y, z), networkTick, math.bool3(true))
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{
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}
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}
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}
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