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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
345 lines
15 KiB
C#
345 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The configuration object used to start server, client and hosts
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/// </summary>
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[Serializable]
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public class NetworkConfig
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{
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/// <summary>
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/// The protocol version. Different versions doesn't talk to each other.
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/// </summary>
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[Tooltip("Use this to make two builds incompatible with each other")]
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public ushort ProtocolVersion = 0;
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/// <summary>
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/// The transport hosts the sever uses
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/// </summary>
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[Tooltip("The NetworkTransport to use")]
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public NetworkTransport NetworkTransport = null;
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/// <summary>
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/// The default player prefab
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/// </summary>
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[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
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public GameObject PlayerPrefab;
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[SerializeField]
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public NetworkPrefabs Prefabs = new NetworkPrefabs();
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/// <summary>
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/// The tickrate of network ticks. This value controls how often netcode runs user code and sends out data.
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/// </summary>
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[Tooltip("The tickrate. This value controls how often netcode runs user code and sends out data. The value is in 'ticks per seconds' which means a value of 50 will result in 50 ticks being executed per second or a fixed delta time of 0.02.")]
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public uint TickRate = 30;
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/// <summary>
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/// The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected.
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///
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/// If the timeout is reached before approval is completed the client will be disconnected.
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/// </summary>
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/// <remarks>
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/// The period begins after the <see cref="NetworkEvent.Connect"/> is received on the server.
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/// The period ends once the server finishes processing a <see cref="ConnectionRequestMessage"/> from the client.
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///
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/// This setting is independent of any Transport-level timeouts that may be in effect. It covers the time between
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/// the connection being established on the Transport layer, the client sending a
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/// <see cref="ConnectionRequestMessage"/>, and the server processing that message through <see cref="ConnectionApproval"/>.
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///
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/// This setting is server-side only.
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/// </remarks>
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[Tooltip("The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected")]
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public int ClientConnectionBufferTimeout = 10;
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/// <summary>
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/// Whether or not to use connection approval
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/// </summary>
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[Tooltip("Whether or not to force clients to be approved before they connect")]
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public bool ConnectionApproval = false;
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/// <summary>
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/// The data to send during connection which can be used to decide on if a client should get accepted
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/// </summary>
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[Tooltip("The connection data sent along with connection requests")]
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public byte[] ConnectionData = new byte[0];
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/// <summary>
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/// If your logic uses the NetworkTime, this should probably be turned off. If however it's needed to maximize accuracy, this is recommended to be turned on
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/// </summary>
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[Tooltip("Enable this to re-sync the NetworkTime after the initial sync")]
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public bool EnableTimeResync = false;
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/// <summary>
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/// If time re-sync is turned on, this specifies the interval between syncs in seconds.
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/// </summary>
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[Tooltip("The amount of seconds between re-syncs of NetworkTime, if enabled")]
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public int TimeResyncInterval = 30;
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/// <summary>
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/// Whether or not to ensure that NetworkVariables can be read even if a client accidentally writes where its not allowed to. This costs some CPU and bandwidth.
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/// </summary>
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[Tooltip("Ensures that NetworkVariables can be read even if a client accidental writes where its not allowed to. This will cost some CPU time and bandwidth")]
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public bool EnsureNetworkVariableLengthSafety = false;
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/// <summary>
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/// Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.
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/// SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.
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/// </summary>
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[Tooltip("Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.\n" +
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"SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.")]
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public bool EnableSceneManagement = true;
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/// <summary>
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/// Whether or not the netcode should check for differences in the prefabs at connection.
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/// If you dynamically add prefabs at runtime, turn this OFF
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/// </summary>
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[Tooltip("Whether or not the netcode should check for differences in the prefab lists at connection")]
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public bool ForceSamePrefabs = true;
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/// <summary>
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/// If true, NetworkIds will be reused after the NetworkIdRecycleDelay.
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/// </summary>
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[Tooltip("If true, NetworkIds will be reused after the NetworkIdRecycleDelay")]
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public bool RecycleNetworkIds = true;
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/// <summary>
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/// The amount of seconds a NetworkId has to be unused in order for it to be reused.
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/// </summary>
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[Tooltip("The amount of seconds a NetworkId has to unused in order for it to be reused")]
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public float NetworkIdRecycleDelay = 120f;
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/// <summary>
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/// Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions
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/// </summary>
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[Tooltip("The maximum amount of bytes to use for RPC messages.")]
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public HashSize RpcHashSize = HashSize.VarIntFourBytes;
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/// <summary>
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/// The amount of seconds to wait for all clients to load or unload a requested scene
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/// </summary>
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[Tooltip("The amount of seconds to wait for all clients to load or unload a requested scene (only when EnableSceneManagement is enabled)")]
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public int LoadSceneTimeOut = 120;
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/// <summary>
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/// The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped.
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/// </summary>
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[Tooltip("The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped")]
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public float SpawnTimeout = 1f;
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/// <summary>
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/// Whether or not to enable network logs.
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/// </summary>
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public bool EnableNetworkLogs = true;
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/// <summary>
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/// The number of RTT samples that is kept as an average for calculations
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/// </summary>
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public const int RttAverageSamples = 5; // number of RTT to keep an average of (plus one)
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/// <summary>
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/// The number of slots used for RTT calculations. This is the maximum amount of in-flight messages
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/// </summary>
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public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
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/// <summary>
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/// Returns a base64 encoded version of the configuration
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/// </summary>
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/// <returns></returns>
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public string ToBase64()
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{
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NetworkConfig config = this;
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var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
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using (writer)
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{
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writer.WriteValueSafe(config.ProtocolVersion);
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writer.WriteValueSafe(config.TickRate);
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writer.WriteValueSafe(config.ClientConnectionBufferTimeout);
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writer.WriteValueSafe(config.ConnectionApproval);
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writer.WriteValueSafe(config.LoadSceneTimeOut);
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writer.WriteValueSafe(config.EnableTimeResync);
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writer.WriteValueSafe(config.EnsureNetworkVariableLengthSafety);
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writer.WriteValueSafe(config.RpcHashSize);
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writer.WriteValueSafe(ForceSamePrefabs);
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writer.WriteValueSafe(EnableSceneManagement);
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writer.WriteValueSafe(RecycleNetworkIds);
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writer.WriteValueSafe(NetworkIdRecycleDelay);
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writer.WriteValueSafe(EnableNetworkLogs);
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// Allocates
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return Convert.ToBase64String(writer.ToArray());
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}
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}
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/// <summary>
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/// Sets the NetworkConfig data with that from a base64 encoded version
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/// </summary>
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/// <param name="base64">The base64 encoded version</param>
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public void FromBase64(string base64)
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{
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NetworkConfig config = this;
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byte[] binary = Convert.FromBase64String(base64);
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using var reader = new FastBufferReader(binary, Allocator.Temp);
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using (reader)
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{
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reader.ReadValueSafe(out config.ProtocolVersion);
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reader.ReadValueSafe(out config.TickRate);
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reader.ReadValueSafe(out config.ClientConnectionBufferTimeout);
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reader.ReadValueSafe(out config.ConnectionApproval);
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reader.ReadValueSafe(out config.LoadSceneTimeOut);
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reader.ReadValueSafe(out config.EnableTimeResync);
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reader.ReadValueSafe(out config.EnsureNetworkVariableLengthSafety);
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reader.ReadValueSafe(out config.RpcHashSize);
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reader.ReadValueSafe(out config.ForceSamePrefabs);
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reader.ReadValueSafe(out config.EnableSceneManagement);
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reader.ReadValueSafe(out config.RecycleNetworkIds);
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reader.ReadValueSafe(out config.NetworkIdRecycleDelay);
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reader.ReadValueSafe(out config.EnableNetworkLogs);
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}
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}
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private ulong? m_ConfigHash = null;
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/// <summary>
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/// Clears out the configuration hash value generated for a specific network session
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/// </summary>
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internal void ClearConfigHash()
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{
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m_ConfigHash = null;
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}
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/// <summary>
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/// Gets a SHA256 hash of parts of the NetworkConfig instance
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/// </summary>
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/// <param name="cache"></param>
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/// <returns></returns>
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public ulong GetConfig(bool cache = true)
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{
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if (m_ConfigHash != null && cache)
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{
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return m_ConfigHash.Value;
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}
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var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, int.MaxValue);
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using (writer)
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{
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writer.WriteValueSafe(ProtocolVersion);
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writer.WriteValueSafe(NetworkConstants.PROTOCOL_VERSION);
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if (ForceSamePrefabs)
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{
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var sortedDictionary = Prefabs.NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
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foreach (var sortedEntry in sortedDictionary)
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{
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writer.WriteValueSafe(sortedEntry.Key);
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}
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}
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writer.WriteValueSafe(TickRate);
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writer.WriteValueSafe(ConnectionApproval);
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writer.WriteValueSafe(ForceSamePrefabs);
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writer.WriteValueSafe(EnableSceneManagement);
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writer.WriteValueSafe(EnsureNetworkVariableLengthSafety);
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writer.WriteValueSafe(RpcHashSize);
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if (cache)
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{
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m_ConfigHash = XXHash.Hash64(writer.ToArray());
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return m_ConfigHash.Value;
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}
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return XXHash.Hash64(writer.ToArray());
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}
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}
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/// <summary>
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/// Compares a SHA256 hash with the current NetworkConfig instances hash
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/// </summary>
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/// <param name="hash"></param>
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/// <returns></returns>
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public bool CompareConfig(ulong hash)
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{
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return hash == GetConfig();
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}
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internal void InitializePrefabs()
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{
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if (HasOldPrefabList())
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{
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MigrateOldNetworkPrefabsToNetworkPrefabsList();
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}
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Prefabs.Initialize();
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}
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[NonSerialized]
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private bool m_DidWarnOldPrefabList = false;
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private void WarnOldPrefabList()
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{
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if (!m_DidWarnOldPrefabList)
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{
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Debug.LogWarning("Using Legacy Network Prefab List. Consider Migrating.");
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m_DidWarnOldPrefabList = true;
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}
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}
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/// <summary>
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/// Returns true if the old List<NetworkPrefab> serialized data is present.
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/// </summary>
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/// <remarks>
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/// Internal use only to help migrate projects. <seealso cref="MigrateOldNetworkPrefabsToNetworkPrefabsList"/></remarks>
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internal bool HasOldPrefabList()
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{
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return OldPrefabList?.Count > 0;
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}
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/// <summary>
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/// Migrate the old format List<NetworkPrefab> prefab registration to the new NetworkPrefabsList ScriptableObject.
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/// </summary>
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/// <remarks>
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/// OnAfterDeserialize cannot instantiate new objects (e.g. NetworkPrefabsList SO) since it executes in a thread, so we have to do it later.
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/// Since NetworkConfig isn't a Unity.Object it doesn't get an Awake callback, so we have to do this in NetworkManager and expose this API.
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/// </remarks>
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internal NetworkPrefabsList MigrateOldNetworkPrefabsToNetworkPrefabsList()
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{
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if (OldPrefabList == null || OldPrefabList.Count == 0)
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{
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return null;
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}
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if (Prefabs == null)
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{
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throw new Exception("Prefabs field is null.");
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}
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Prefabs.NetworkPrefabsLists.Add(ScriptableObject.CreateInstance<NetworkPrefabsList>());
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if (OldPrefabList?.Count > 0)
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{
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// Migrate legacy types/fields
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foreach (var networkPrefab in OldPrefabList)
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{
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Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1].Add(networkPrefab);
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}
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}
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OldPrefabList = null;
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return Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1];
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}
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[FormerlySerializedAs("NetworkPrefabs")]
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[SerializeField]
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internal List<NetworkPrefab> OldPrefabList;
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}
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}
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