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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
346 lines
15 KiB
C#
346 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The manager class to manage custom messages, note that this is different from the NetworkManager custom messages.
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/// These are named and are much easier to use.
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/// </summary>
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public class CustomMessagingManager
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{
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private readonly NetworkManager m_NetworkManager;
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internal CustomMessagingManager(NetworkManager networkManager)
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{
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m_NetworkManager = networkManager;
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}
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/// <summary>
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/// Delegate used for incoming unnamed messages
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/// </summary>
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/// <param name="clientId">The clientId that sent the message</param>
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/// <param name="reader">The stream containing the message data</param>
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public delegate void UnnamedMessageDelegate(ulong clientId, FastBufferReader reader);
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/// <summary>
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/// Event invoked when unnamed messages arrive
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/// </summary>
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public event UnnamedMessageDelegate OnUnnamedMessage;
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internal void InvokeUnnamedMessage(ulong clientId, FastBufferReader reader, int serializedHeaderSize)
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{
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if (OnUnnamedMessage != null)
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{
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var pos = reader.Position;
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var delegates = OnUnnamedMessage.GetInvocationList();
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foreach (var handler in delegates)
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{
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reader.Seek(pos);
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((UnnamedMessageDelegate)handler).Invoke(clientId, reader);
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}
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}
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m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length + serializedHeaderSize);
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}
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/// <summary>
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/// Sends unnamed message to all clients
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/// </summary>
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/// <param name="messageBuffer">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessageToAll(FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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SendUnnamedMessage(m_NetworkManager.ConnectedClientsIds, messageBuffer, networkDelivery);
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}
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/// <summary>
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/// Sends unnamed message to a list of clients
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/// </summary>
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/// <param name="clientIds">The clients to send to, sends to everyone if null</param>
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/// <param name="messageBuffer">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (!m_NetworkManager.IsServer)
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{
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throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
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}
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if (clientIds == null)
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{
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throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
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}
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if (m_NetworkManager.IsHost)
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{
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for (var i = 0; i < clientIds.Count; ++i)
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{
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if (clientIds[i] == m_NetworkManager.LocalClientId)
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{
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InvokeUnnamedMessage(
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m_NetworkManager.LocalClientId,
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new FastBufferReader(messageBuffer, Allocator.None),
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0
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);
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}
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}
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}
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var message = new UnnamedMessage
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{
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SendData = messageBuffer
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};
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var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientIds, size);
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}
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}
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/// <summary>
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/// Sends a unnamed message to a specific client
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/// </summary>
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/// <param name="clientId">The client to send the message to</param>
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/// <param name="messageBuffer">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (m_NetworkManager.IsHost)
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{
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if (clientId == m_NetworkManager.LocalClientId)
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{
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InvokeUnnamedMessage(
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m_NetworkManager.LocalClientId,
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new FastBufferReader(messageBuffer, Allocator.None),
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0
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);
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return;
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}
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}
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var message = new UnnamedMessage
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{
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SendData = messageBuffer
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};
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var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientId, size);
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}
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}
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/// <summary>
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/// Delegate used to handle named messages
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/// </summary>
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public delegate void HandleNamedMessageDelegate(ulong senderClientId, FastBufferReader messagePayload);
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private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers32 = new Dictionary<ulong, HandleNamedMessageDelegate>();
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private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers64 = new Dictionary<ulong, HandleNamedMessageDelegate>();
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private Dictionary<ulong, string> m_MessageHandlerNameLookup32 = new Dictionary<ulong, string>();
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private Dictionary<ulong, string> m_MessageHandlerNameLookup64 = new Dictionary<ulong, string>();
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internal void InvokeNamedMessage(ulong hash, ulong sender, FastBufferReader reader, int serializedHeaderSize)
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{
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var bytesCount = reader.Length + serializedHeaderSize;
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if (m_NetworkManager == null)
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{
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// We dont know what size to use. Try every (more collision prone)
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if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
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{
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// handler can remove itself, cache the name for metrics
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string messageName = m_MessageHandlerNameLookup32[hash];
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messageHandler32(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
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}
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if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
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{
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// handler can remove itself, cache the name for metrics
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string messageName = m_MessageHandlerNameLookup64[hash];
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messageHandler64(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
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}
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}
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else
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{
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// Only check the right size.
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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case HashSize.VarIntFourBytes:
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if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
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{
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// handler can remove itself, cache the name for metrics
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string messageName = m_MessageHandlerNameLookup32[hash];
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messageHandler32(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
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}
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break;
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case HashSize.VarIntEightBytes:
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if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
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{
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// handler can remove itself, cache the name for metrics
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string messageName = m_MessageHandlerNameLookup64[hash];
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messageHandler64(sender, reader);
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m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
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}
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break;
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}
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}
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}
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/// <summary>
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/// Registers a named message handler delegate.
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/// </summary>
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/// <param name="name">Name of the message.</param>
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/// <param name="callback">The callback to run when a named message is received.</param>
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public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback)
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{
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var hash32 = XXHash.Hash32(name);
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var hash64 = XXHash.Hash64(name);
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m_NamedMessageHandlers32[hash32] = callback;
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m_NamedMessageHandlers64[hash64] = callback;
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m_MessageHandlerNameLookup32[hash32] = name;
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m_MessageHandlerNameLookup64[hash64] = name;
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}
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/// <summary>
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/// Unregisters a named message handler.
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/// </summary>
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/// <param name="name">The name of the message.</param>
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public void UnregisterNamedMessageHandler(string name)
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{
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var hash32 = XXHash.Hash32(name);
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var hash64 = XXHash.Hash64(name);
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m_NamedMessageHandlers32.Remove(hash32);
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m_NamedMessageHandlers64.Remove(hash64);
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m_MessageHandlerNameLookup32.Remove(hash32);
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m_MessageHandlerNameLookup64.Remove(hash64);
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}
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/// <summary>
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/// Sends a named message to all clients
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/// </summary>
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/// <param name="messageName">The message name to send</param>
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/// <param name="messageStream">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessageToAll(string messageName, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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SendNamedMessage(messageName, m_NetworkManager.ConnectedClientsIds, messageStream, networkDelivery);
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}
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/// <summary>
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/// Sends a named message
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/// </summary>
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/// <param name="messageName">The message name to send</param>
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/// <param name="clientId">The client to send the message to</param>
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/// <param name="messageStream">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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ulong hash = 0;
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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case HashSize.VarIntFourBytes:
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hash = XXHash.Hash32(messageName);
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break;
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case HashSize.VarIntEightBytes:
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hash = XXHash.Hash64(messageName);
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break;
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}
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if (m_NetworkManager.IsHost)
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{
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if (clientId == m_NetworkManager.LocalClientId)
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{
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InvokeNamedMessage(
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hash,
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m_NetworkManager.LocalClientId,
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new FastBufferReader(messageStream, Allocator.None),
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0
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);
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return;
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}
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}
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var message = new NamedMessage
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{
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Hash = hash,
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SendData = messageStream,
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};
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var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientId, messageName, size);
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}
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}
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/// <summary>
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/// Sends the named message
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/// </summary>
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/// <param name="messageName">The message name to send</param>
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/// <param name="clientIds">The clients to send to</param>
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/// <param name="messageStream">The message stream containing the data</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (!m_NetworkManager.IsServer)
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{
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throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
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}
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if (clientIds == null)
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{
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throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
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}
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ulong hash = 0;
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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case HashSize.VarIntFourBytes:
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hash = XXHash.Hash32(messageName);
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break;
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case HashSize.VarIntEightBytes:
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hash = XXHash.Hash64(messageName);
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break;
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}
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if (m_NetworkManager.IsHost)
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{
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for (var i = 0; i < clientIds.Count; ++i)
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{
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if (clientIds[i] == m_NetworkManager.LocalClientId)
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{
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InvokeNamedMessage(
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hash,
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m_NetworkManager.LocalClientId,
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new FastBufferReader(messageStream, Allocator.None),
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0
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);
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}
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}
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}
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var message = new NamedMessage
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{
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Hash = hash,
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SendData = messageStream
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};
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var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
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// Size is zero if we were only sending the message to ourself in which case it isn't sent.
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if (size != 0)
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{
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m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
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}
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}
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}
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}
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