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com.unity.netcode.gameobjects/Runtime/Messaging/RpcTargets/ProxyRpcTargetGroup.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

101 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
namespace Unity.Netcode
{
internal class ProxyRpcTargetGroup : BaseRpcTarget, IDisposable, IGroupRpcTarget
{
public BaseRpcTarget Target => this;
private ServerRpcTarget m_ServerRpcTarget;
private LocalSendRpcTarget m_LocalSendRpcTarget;
private bool m_Disposed;
public NativeList<ulong> TargetClientIds;
internal HashSet<ulong> Ids = new HashSet<ulong>();
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message };
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
var size =
#endif
behaviour.NetworkManager.MessageManager.SendMessage(ref proxyMessage, delivery, NetworkManager.ServerClientId);
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
{
foreach (var clientId in TargetClientIds)
{
behaviour.NetworkManager.NetworkMetrics.TrackRpcSent(
clientId,
behaviour.NetworkObject,
rpcMethodName,
behaviour.__getTypeName(),
size);
}
}
#endif
if (Ids.Contains(NetworkManager.ServerClientId))
{
m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
}
if (Ids.Contains(m_NetworkManager.LocalClientId))
{
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
}
}
internal ProxyRpcTargetGroup(NetworkManager manager) : base(manager)
{
TargetClientIds = new NativeList<ulong>(Allocator.Persistent);
m_ServerRpcTarget = new ServerRpcTarget(manager);
m_LocalSendRpcTarget = new LocalSendRpcTarget(manager);
}
public override void Dispose()
{
CheckLockBeforeDispose();
if (!m_Disposed)
{
TargetClientIds.Dispose();
m_Disposed = true;
m_ServerRpcTarget.Dispose();
m_LocalSendRpcTarget.Dispose();
}
}
public void Add(ulong clientId)
{
if (!Ids.Contains(clientId))
{
Ids.Add(clientId);
if (clientId != NetworkManager.ServerClientId && clientId != m_NetworkManager.LocalClientId)
{
TargetClientIds.Add(clientId);
}
}
}
public void Remove(ulong clientId)
{
Ids.Remove(clientId);
for (var i = 0; i < TargetClientIds.Length; ++i)
{
if (TargetClientIds[i] == clientId)
{
TargetClientIds.RemoveAt(i);
break;
}
}
}
public void Clear()
{
Ids.Clear();
TargetClientIds.Clear();
}
}
}