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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
149 lines
6.1 KiB
C#
149 lines
6.1 KiB
C#
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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internal class DeferredMessageManager : IDeferredMessageManager
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{
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protected struct TriggerData
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{
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public FastBufferReader Reader;
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public MessageHeader Header;
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public ulong SenderId;
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public float Timestamp;
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public int SerializedHeaderSize;
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}
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protected struct TriggerInfo
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{
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public float Expiry;
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public NativeList<TriggerData> TriggerData;
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}
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protected readonly Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
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private readonly NetworkManager m_NetworkManager;
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internal DeferredMessageManager(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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/// Defers processing of a message until the moment a specific networkObjectId is spawned.
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/// This is to handle situations where an RPC or other object-specific message arrives before the spawn does,
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/// either due to it being requested in OnNetworkSpawn before the spawn call has been executed
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///
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/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
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/// without the requested object ID being spawned, the triggers for it are automatically deleted.
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/// </summary>
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public virtual unsafe void DeferMessage(IDeferredMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
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{
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if (!m_Triggers.TryGetValue(trigger, out var triggers))
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{
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triggers = new Dictionary<ulong, TriggerInfo>();
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m_Triggers[trigger] = triggers;
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}
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if (!triggers.TryGetValue(key, out var triggerInfo))
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{
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triggerInfo = new TriggerInfo
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{
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Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
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TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
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};
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triggers[key] = triggerInfo;
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}
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triggerInfo.TriggerData.Add(new TriggerData
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{
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Reader = new FastBufferReader(reader.GetUnsafePtr(), Allocator.Persistent, reader.Length),
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Header = context.Header,
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Timestamp = context.Timestamp,
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SenderId = context.SenderId,
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SerializedHeaderSize = context.SerializedHeaderSize
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});
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}
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/// <summary>
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/// Cleans up any trigger that's existed for more than a second.
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/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
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/// </summary>
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public virtual unsafe void CleanupStaleTriggers()
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{
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foreach (var kvp in m_Triggers)
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{
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ulong* staleKeys = stackalloc ulong[kvp.Value.Count];
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int index = 0;
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foreach (var kvp2 in kvp.Value)
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{
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if (kvp2.Value.Expiry < m_NetworkManager.RealTimeProvider.RealTimeSinceStartup)
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{
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staleKeys[index++] = kvp2.Key;
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PurgeTrigger(kvp.Key, kvp2.Key, kvp2.Value);
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}
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}
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for (var i = 0; i < index; ++i)
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{
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kvp.Value.Remove(staleKeys[i]);
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}
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}
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}
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protected virtual void PurgeTrigger(IDeferredMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Deferred messages were received for a trigger of type {triggerType} with key {key}, but that trigger was not received within within {m_NetworkManager.NetworkConfig.SpawnTimeout} second(s).");
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}
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foreach (var data in triggerInfo.TriggerData)
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{
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data.Reader.Dispose();
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}
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triggerInfo.TriggerData.Dispose();
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}
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public virtual void ProcessTriggers(IDeferredMessageManager.TriggerType trigger, ulong key)
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{
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if (m_Triggers.TryGetValue(trigger, out var triggers))
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{
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// This must happen after InvokeBehaviourNetworkSpawn, otherwise ClientRPCs and other messages can be
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// processed before the object is fully spawned. This must be the last thing done in the spawn process.
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if (triggers.TryGetValue(key, out var triggerInfo))
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{
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foreach (var deferredMessage in triggerInfo.TriggerData)
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{
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// Reader will be disposed within HandleMessage
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m_NetworkManager.MessagingSystem.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
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}
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triggerInfo.TriggerData.Dispose();
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triggers.Remove(key);
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}
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}
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}
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/// <summary>
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/// Cleans up any trigger that's existed for more than a second.
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/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
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/// </summary>
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public virtual void CleanupAllTriggers()
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{
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foreach (var kvp in m_Triggers)
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{
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foreach (var kvp2 in kvp.Value)
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{
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foreach (var data in kvp2.Value.TriggerData)
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{
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data.Reader.Dispose();
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}
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kvp2.Value.TriggerData.Dispose();
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}
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}
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m_Triggers.Clear();
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}
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}
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}
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