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com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ConnectionApprovedMessage.cs
Unity Technologies 896943c8bf com.unity.netcode.gameobjects@1.10.0
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).
## [1.10.0] - 2024-07-22

### Added

- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2906)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2906)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2906)

### Fixed

- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded.(#2977)
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined. (#2953)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941)
- Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923)
- Fixed issue where `NetworkDeltaPosition` would "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922)
- Fixed issue where `NetworkRigidbody2D` would not properly change body type based on the instance's authority when spawned. (#2916)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2906)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2895)

### Changed
2024-07-22 00:00:00 +00:00

185 lines
8.4 KiB
C#

using System.Collections.Generic;
using Unity.Collections;
namespace Unity.Netcode
{
internal struct ConnectionApprovedMessage : INetworkMessage
{
private const int k_VersionAddClientIds = 1;
public int Version => k_VersionAddClientIds;
public ulong OwnerClientId;
public int NetworkTick;
// Not serialized, held as references to serialize NetworkVariable data
public HashSet<NetworkObject> SpawnedObjectsList;
private FastBufferReader m_ReceivedSceneObjectData;
public NativeArray<MessageVersionData> MessageVersions;
public NativeArray<ulong> ConnectedClientIds;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
// ============================================================
// BEGIN FORBIDDEN SEGMENT
// DO NOT CHANGE THIS HEADER. Everything added to this message
// must go AFTER the message version header.
// ============================================================
BytePacker.WriteValueBitPacked(writer, MessageVersions.Length);
foreach (var messageVersion in MessageVersions)
{
messageVersion.Serialize(writer);
}
// ============================================================
// END FORBIDDEN SEGMENT
// ============================================================
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
BytePacker.WriteValueBitPacked(writer, NetworkTick);
if (targetVersion >= k_VersionAddClientIds)
{
writer.WriteValueSafe(ConnectedClientIds);
}
uint sceneObjectCount = 0;
// When SpawnedObjectsList is not null then scene management is disabled. Provide a list of
// all observed and spawned NetworkObjects that the approved client needs to synchronize.
if (SpawnedObjectsList != null)
{
var pos = writer.Position;
writer.Seek(writer.Position + FastBufferWriter.GetWriteSize(sceneObjectCount));
// Serialize NetworkVariable data
foreach (var sobj in SpawnedObjectsList)
{
if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
{
sobj.Observers.Add(OwnerClientId);
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId);
sceneObject.Serialize(writer);
++sceneObjectCount;
}
}
writer.Seek(pos);
// Can't pack this value because its space is reserved, so it needs to always use all the reserved space.
writer.WriteValueSafe(sceneObjectCount);
writer.Seek(writer.Length);
}
else
{
writer.WriteValueSafe(sceneObjectCount);
}
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsClient)
{
return false;
}
// ============================================================
// BEGIN FORBIDDEN SEGMENT
// DO NOT CHANGE THIS HEADER. Everything added to this message
// must go AFTER the message version header.
// ============================================================
ByteUnpacker.ReadValueBitPacked(reader, out int length);
var messageHashesInOrder = new NativeArray<uint>(length, Allocator.Temp);
for (var i = 0; i < length; ++i)
{
var messageVersion = new MessageVersionData();
messageVersion.Deserialize(reader);
networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
messageHashesInOrder[i] = messageVersion.Hash;
// Update the received version since this message will always be passed version 0, due to the map not
// being initialized until just now.
var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
if (messageType == typeof(ConnectionApprovedMessage))
{
receivedMessageVersion = messageVersion.Version;
}
}
networkManager.ConnectionManager.MessageManager.SetServerMessageOrder(messageHashesInOrder);
messageHashesInOrder.Dispose();
// ============================================================
// END FORBIDDEN SEGMENT
// ============================================================
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
if (receivedMessageVersion >= k_VersionAddClientIds)
{
reader.ReadValueSafe(out ConnectedClientIds, Allocator.TempJob);
}
else
{
ConnectedClientIds = new NativeArray<ulong>(0, Allocator.TempJob);
}
m_ReceivedSceneObjectData = reader;
return true;
}
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
networkManager.LocalClientId = OwnerClientId;
networkManager.MessageManager.SetLocalClientId(networkManager.LocalClientId);
networkManager.NetworkMetrics.SetConnectionId(networkManager.LocalClientId);
var time = new NetworkTime(networkManager.NetworkTickSystem.TickRate, NetworkTick);
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
networkManager.ConnectionManager.LocalClient.SetRole(false, true, networkManager);
networkManager.ConnectionManager.LocalClient.IsApproved = true;
networkManager.ConnectionManager.LocalClient.ClientId = OwnerClientId;
// Stop the client-side approval timeout coroutine since we are approved.
networkManager.ConnectionManager.StopClientApprovalCoroutine();
networkManager.ConnectionManager.ConnectedClientIds.Clear();
foreach (var clientId in ConnectedClientIds)
{
networkManager.ConnectionManager.ConnectedClientIds.Add(clientId);
}
// Only if scene management is disabled do we handle NetworkObject synchronization at this point
if (!networkManager.NetworkConfig.EnableSceneManagement)
{
networkManager.SpawnManager.DestroySceneObjects();
m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount);
// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
// to create a list to hold the data. This is a breach of convention for performance reasons.
for (ushort i = 0; i < sceneObjectCount; i++)
{
var sceneObject = new NetworkObject.SceneObject();
sceneObject.Deserialize(m_ReceivedSceneObjectData);
NetworkObject.AddSceneObject(sceneObject, m_ReceivedSceneObjectData, networkManager);
}
// Mark the client being connected
networkManager.IsConnectedClient = true;
// When scene management is disabled we notify after everything is synchronized
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
// For convenience, notify all NetworkBehaviours that synchronization is complete.
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
{
networkObject.InternalNetworkSessionSynchronized();
}
}
ConnectedClientIds.Dispose();
}
}
}