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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
309 lines
11 KiB
C#
309 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// A class that represents the runtime aspect of network prefabs.
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/// This class contains processed prefabs from the NetworkPrefabsList, as
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/// well as additional modifications (additions and removals) made at runtime.
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/// </summary>
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[Serializable]
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public class NetworkPrefabs
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{
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/// <summary>
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/// Edit-time scripted object containing a list of NetworkPrefabs.
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/// </summary>
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/// <remarks>
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/// This field can be null if no prefabs are pre-configured.
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/// Runtime usages of <see cref="NetworkPrefabs"/> should not depend on this edit-time field for execution.
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/// </remarks>
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[SerializeField]
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public List<NetworkPrefabsList> NetworkPrefabsLists = new List<NetworkPrefabsList>();
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/// <summary>
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/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
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/// Generated at runtime and OnValidate
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/// </summary>
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[NonSerialized]
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public Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
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[NonSerialized]
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public Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
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public IReadOnlyList<NetworkPrefab> Prefabs => m_Prefabs;
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[NonSerialized]
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private List<NetworkPrefab> m_Prefabs = new List<NetworkPrefab>();
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private void AddTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
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{
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if (AddPrefabRegistration(networkPrefab))
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{
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m_Prefabs.Add(networkPrefab);
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}
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}
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private void RemoveTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
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{
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m_Prefabs.Remove(networkPrefab);
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}
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~NetworkPrefabs()
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{
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Shutdown();
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}
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/// <summary>
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/// Deregister from add and remove events
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/// Clear the list
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/// </summary>
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internal void Shutdown()
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{
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foreach (var list in NetworkPrefabsLists)
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{
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list.OnAdd -= AddTriggeredByNetworkPrefabList;
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list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
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}
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NetworkPrefabsLists.Clear();
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}
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/// <summary>
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/// Processes the <see cref="NetworkPrefabsList"/> if one is present for use during runtime execution,
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/// else processes <see cref="Prefabs"/>.
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/// </summary>
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public void Initialize(bool warnInvalid = true)
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{
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if (NetworkPrefabsLists.Count != 0 && m_Prefabs.Count > 0)
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{
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NetworkLog.LogWarning("Runtime Network Prefabs was not empty at initialization time. Network " +
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"Prefab registrations made before initialization will be replaced by NetworkPrefabsList.");
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m_Prefabs.Clear();
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}
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foreach (var list in NetworkPrefabsLists)
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{
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list.OnAdd += AddTriggeredByNetworkPrefabList;
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list.OnRemove += RemoveTriggeredByNetworkPrefabList;
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}
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NetworkPrefabOverrideLinks.Clear();
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OverrideToNetworkPrefab.Clear();
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var prefabs = NetworkPrefabsLists.Count != 0 ? new List<NetworkPrefab>() : m_Prefabs;
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if (NetworkPrefabsLists.Count != 0)
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{
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foreach (var list in NetworkPrefabsLists)
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{
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foreach (var networkPrefab in list.PrefabList)
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{
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prefabs.Add(networkPrefab);
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}
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}
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}
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m_Prefabs = new List<NetworkPrefab>();
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List<NetworkPrefab> removeList = null;
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if (warnInvalid)
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{
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removeList = new List<NetworkPrefab>();
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}
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foreach (var networkPrefab in prefabs)
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{
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if (AddPrefabRegistration(networkPrefab))
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{
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m_Prefabs.Add(networkPrefab);
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}
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else
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{
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removeList?.Add(networkPrefab);
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}
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}
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// Clear out anything that is invalid or not used
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if (removeList?.Count > 0)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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var sb = new StringBuilder("Removing invalid prefabs from Network Prefab registration: ");
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sb.Append(string.Join(", ", removeList));
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NetworkLog.LogWarning(sb.ToString());
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}
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}
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}
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/// <summary>
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/// Add a new NetworkPrefab instance to the list
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/// </summary>
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/// <remarks>
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/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
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///
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/// Any modifications made here are not persisted. Permanent configuration changes should be done
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/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
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/// </remarks>
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public bool Add(NetworkPrefab networkPrefab)
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{
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if (AddPrefabRegistration(networkPrefab))
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{
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m_Prefabs.Add(networkPrefab);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Remove a NetworkPrefab instance from the list
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/// </summary>
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/// <remarks>
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/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
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///
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/// Any modifications made here are not persisted. Permanent configuration changes should be done
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/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
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/// </remarks>
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public void Remove(NetworkPrefab prefab)
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{
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if (prefab == null)
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{
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throw new ArgumentNullException(nameof(prefab));
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}
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m_Prefabs.Remove(prefab);
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OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
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NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
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}
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/// <summary>
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/// Remove a NetworkPrefab instance with matching <see cref="NetworkPrefab.Prefab"/> from the list
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/// </summary>
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/// <remarks>
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/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
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///
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/// Any modifications made here are not persisted. Permanent configuration changes should be done
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/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
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/// </remarks>
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public void Remove(GameObject prefab)
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{
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if (prefab == null)
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{
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throw new ArgumentNullException(nameof(prefab));
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}
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for (int i = 0; i < m_Prefabs.Count; i++)
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{
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if (m_Prefabs[i].Prefab == prefab)
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{
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Remove(m_Prefabs[i]);
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return;
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}
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}
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}
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/// <summary>
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/// Check if the given GameObject is present as a prefab within the list
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/// </summary>
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/// <param name="prefab">The prefab to check</param>
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/// <returns>Whether or not the prefab exists</returns>
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public bool Contains(GameObject prefab)
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{
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for (int i = 0; i < m_Prefabs.Count; i++)
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{
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if (m_Prefabs[i].Prefab == prefab)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Check if the given NetworkPrefab is present within the list
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/// </summary>
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/// <param name="prefab">The prefab to check</param>
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/// <returns>Whether or not the prefab exists</returns>
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public bool Contains(NetworkPrefab prefab)
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{
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for (int i = 0; i < m_Prefabs.Count; i++)
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{
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if (m_Prefabs[i].Equals(prefab))
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Configures <see cref="NetworkPrefabOverrideLinks"/> and <see cref="OverrideToNetworkPrefab"/> for the given <see cref="NetworkPrefab"/>
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/// </summary>
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private bool AddPrefabRegistration(NetworkPrefab networkPrefab)
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{
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if (networkPrefab == null)
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{
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return false;
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}
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// Safeguard validation check since this method is called from outside of NetworkConfig and we can't control what's passed in.
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if (!networkPrefab.Validate())
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{
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return false;
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}
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uint source = networkPrefab.SourcePrefabGlobalObjectIdHash;
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uint target = networkPrefab.TargetPrefabGlobalObjectIdHash;
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// Make sure the prefab isn't already registered.
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if (NetworkPrefabOverrideLinks.ContainsKey(source))
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{
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var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
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// This should never happen, but in the case it somehow does log an error and remove the duplicate entry
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Debug.LogError($"{nameof(NetworkPrefab)} ({networkObject.name}) has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} source entry value of: {source}!");
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return false;
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}
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// If we don't have an override configured, registration is simple!
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if (networkPrefab.Override == NetworkPrefabOverride.None)
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{
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NetworkPrefabOverrideLinks.Add(source, networkPrefab);
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return true;
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}
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// Make sure we don't have several overrides targeting the same prefab. Apparently we don't support that... shame.
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if (OverrideToNetworkPrefab.ContainsKey(target))
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{
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var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
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// This can happen if a user tries to make several GlobalObjectIdHash values point to the same target
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Debug.LogError($"{nameof(NetworkPrefab)} (\"{networkObject.name}\") has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} target entry value of: {target}!");
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return false;
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}
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switch (networkPrefab.Override)
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{
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case NetworkPrefabOverride.Prefab:
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{
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NetworkPrefabOverrideLinks.Add(source, networkPrefab);
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OverrideToNetworkPrefab.Add(target, source);
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}
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break;
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case NetworkPrefabOverride.Hash:
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{
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NetworkPrefabOverrideLinks.Add(source, networkPrefab);
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OverrideToNetworkPrefab.Add(target, source);
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}
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break;
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}
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return true;
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}
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}
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}
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