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). ## [2.0.0-pre.2] - 2024-06-17 ### Added - Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957) - Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957) - Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in `NetworkVariable<T>` with the callback `NetworkVariable<T>.CheckExceedsDirtinessThreshold`). (#2957) - Added `NetworkVariableUpdateTraits`, which add additional throttling support: `MinSecondsBetweenUpdates` will prevent the `NetworkVariable` from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while `MaxSecondsBetweenUpdates` will force a dirty `NetworkVariable` to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957) - Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957) - Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957) - Added `NetworkTickSystem.AnticipationTick`, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957) - Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948) - Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948) - Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948) ### Fixed - Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948) - Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948) - Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948) ### Changed - Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957) - Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957) - Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948) - Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948) - Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
474 lines
18 KiB
C#
474 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.LowLevel;
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using UnityEngine.PlayerLoop;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Defines the required interface of a network update system being executed by the <see cref="NetworkUpdateLoop"/>.
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/// </summary>
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public interface INetworkUpdateSystem
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{
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/// <summary>
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/// The update method that is being executed in the context of related <see cref="NetworkUpdateStage"/>.
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/// </summary>
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/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> that is being executed.</param>
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void NetworkUpdate(NetworkUpdateStage updateStage);
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}
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/// <summary>
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/// Defines network update stages being executed by the network update loop.
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/// See for more details on update stages:
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/// https://docs.unity3d.com/ScriptReference/PlayerLoop.Initialization.html
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/// </summary>
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public enum NetworkUpdateStage : byte
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{
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/// <summary>
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/// Default value
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/// </summary>
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Unset = 0,
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/// <summary>
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/// Very first initialization update
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/// </summary>
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Initialization = 1,
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/// <summary>
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/// Invoked before Fixed update
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/// </summary>
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EarlyUpdate = 2,
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/// <summary>
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/// Fixed Update (i.e. state machine, physics, animations, etc)
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/// </summary>
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FixedUpdate = 3,
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/// <summary>
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/// Updated before the Monobehaviour.Update for all components is invoked
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/// </summary>
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PreUpdate = 4,
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/// <summary>
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/// Updated when the Monobehaviour.Update for all components is invoked
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/// </summary>
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Update = 5,
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/// <summary>
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/// Updated before the Monobehaviour.LateUpdate for all components is invoked
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/// </summary>
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PreLateUpdate = 6,
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/// <summary>
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/// Updated after Monobehaviour.LateUpdate, but BEFORE rendering
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/// </summary>
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// Yes, these numbers are out of order due to backward compatibility requirements.
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// The enum values are listed in the order they will be called.
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PostScriptLateUpdate = 8,
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/// <summary>
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/// Updated after the Monobehaviour.LateUpdate for all components is invoked
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/// </summary>
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PostLateUpdate = 7
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}
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/// <summary>
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/// Represents the network update loop injected into low-level player loop in Unity.
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/// </summary>
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public static class NetworkUpdateLoop
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{
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private static Dictionary<NetworkUpdateStage, HashSet<INetworkUpdateSystem>> s_UpdateSystem_Sets;
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private static Dictionary<NetworkUpdateStage, INetworkUpdateSystem[]> s_UpdateSystem_Arrays;
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private const int k_UpdateSystem_InitialArrayCapacity = 1024;
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static NetworkUpdateLoop()
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{
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s_UpdateSystem_Sets = new Dictionary<NetworkUpdateStage, HashSet<INetworkUpdateSystem>>();
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s_UpdateSystem_Arrays = new Dictionary<NetworkUpdateStage, INetworkUpdateSystem[]>();
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foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
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{
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s_UpdateSystem_Sets.Add(updateStage, new HashSet<INetworkUpdateSystem>());
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s_UpdateSystem_Arrays.Add(updateStage, new INetworkUpdateSystem[k_UpdateSystem_InitialArrayCapacity]);
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}
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}
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/// <summary>
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/// Registers a network update system to be executed in all network update stages.
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/// </summary>
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/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
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public static void RegisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
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{
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foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
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{
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RegisterNetworkUpdate(updateSystem, updateStage);
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}
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}
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/// <summary>
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/// Registers a network update system to be executed in a specific network update stage.
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/// </summary>
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/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
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/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> being registered for the <see cref="INetworkUpdateSystem"/> implementation</param>
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public static void RegisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
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{
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var sysSet = s_UpdateSystem_Sets[updateStage];
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if (!sysSet.Contains(updateSystem))
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{
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sysSet.Add(updateSystem);
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int setLen = sysSet.Count;
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var sysArr = s_UpdateSystem_Arrays[updateStage];
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int arrLen = sysArr.Length;
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if (setLen > arrLen)
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{
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// double capacity
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sysArr = s_UpdateSystem_Arrays[updateStage] = new INetworkUpdateSystem[arrLen *= 2];
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}
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sysSet.CopyTo(sysArr);
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if (setLen < arrLen)
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{
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// null terminator
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sysArr[setLen] = null;
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}
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}
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}
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/// <summary>
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/// Unregisters a network update system from all network update stages.
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/// </summary>
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/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
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public static void UnregisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
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{
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foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
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{
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UnregisterNetworkUpdate(updateSystem, updateStage);
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}
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}
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/// <summary>
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/// Unregisters a network update system from a specific network update stage.
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/// </summary>
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/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
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/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> to be deregistered from the <see cref="INetworkUpdateSystem"/> implementation</param>
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public static void UnregisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
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{
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var sysSet = s_UpdateSystem_Sets[updateStage];
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if (sysSet.Contains(updateSystem))
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{
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sysSet.Remove(updateSystem);
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int setLen = sysSet.Count;
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var sysArr = s_UpdateSystem_Arrays[updateStage];
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int arrLen = sysArr.Length;
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sysSet.CopyTo(sysArr);
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if (setLen < arrLen)
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{
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// null terminator
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sysArr[setLen] = null;
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}
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}
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}
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/// <summary>
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/// The current network update stage being executed.
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/// </summary>
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public static NetworkUpdateStage UpdateStage;
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internal static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
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{
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UpdateStage = updateStage;
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var sysArr = s_UpdateSystem_Arrays[updateStage];
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int arrLen = sysArr.Length;
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for (int curIdx = 0; curIdx < arrLen; curIdx++)
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{
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var curSys = sysArr[curIdx];
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if (curSys == null)
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{
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// null terminator
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break;
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}
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curSys.NetworkUpdate(updateStage);
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}
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}
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internal struct NetworkInitialization
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkInitialization),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.Initialization)
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};
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}
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}
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internal struct NetworkEarlyUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkEarlyUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.EarlyUpdate)
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};
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}
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}
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internal struct NetworkFixedUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkFixedUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.FixedUpdate)
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};
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}
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}
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internal struct NetworkPreUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkPreUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PreUpdate)
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};
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}
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}
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internal struct NetworkUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.Update)
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};
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}
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}
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internal struct NetworkPreLateUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkPreLateUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PreLateUpdate)
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};
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}
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}
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internal struct NetworkPostScriptLateUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkPostScriptLateUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostScriptLateUpdate)
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};
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}
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}
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internal struct NetworkPostLateUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkPostLateUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostLateUpdate)
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};
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}
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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private static void Initialize()
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{
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UnregisterLoopSystems();
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RegisterLoopSystems();
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}
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private enum LoopSystemPosition
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{
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After,
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Before
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}
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private static bool TryAddLoopSystem(ref PlayerLoopSystem parentLoopSystem, PlayerLoopSystem childLoopSystem, Type anchorSystemType, LoopSystemPosition loopSystemPosition)
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{
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int systemPosition = -1;
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if (anchorSystemType != null)
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{
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for (int i = 0; i < parentLoopSystem.subSystemList.Length; i++)
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{
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var subsystem = parentLoopSystem.subSystemList[i];
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if (subsystem.type == anchorSystemType)
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{
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systemPosition = loopSystemPosition == LoopSystemPosition.After ? i + 1 : i;
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break;
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}
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}
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}
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else
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{
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systemPosition = loopSystemPosition == LoopSystemPosition.After ? parentLoopSystem.subSystemList.Length : 0;
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}
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if (systemPosition == -1)
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{
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return false;
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}
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var newSubsystemList = new PlayerLoopSystem[parentLoopSystem.subSystemList.Length + 1];
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// begin = systemsBefore + systemsAfter
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// + systemsBefore
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if (systemPosition > 0)
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{
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Array.Copy(parentLoopSystem.subSystemList, newSubsystemList, systemPosition);
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}
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// + childSystem
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newSubsystemList[systemPosition] = childLoopSystem;
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// + systemsAfter
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if (systemPosition < parentLoopSystem.subSystemList.Length)
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{
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Array.Copy(parentLoopSystem.subSystemList, systemPosition, newSubsystemList, systemPosition + 1, parentLoopSystem.subSystemList.Length - systemPosition);
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}
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// end = systemsBefore + childSystem + systemsAfter
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parentLoopSystem.subSystemList = newSubsystemList;
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return true;
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}
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private static bool TryRemoveLoopSystem(ref PlayerLoopSystem parentLoopSystem, Type childSystemType)
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{
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int systemPosition = -1;
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for (int i = 0; i < parentLoopSystem.subSystemList.Length; i++)
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{
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var subsystem = parentLoopSystem.subSystemList[i];
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if (subsystem.type == childSystemType)
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{
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systemPosition = i;
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break;
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}
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}
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if (systemPosition == -1)
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{
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return false;
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}
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var newSubsystemList = new PlayerLoopSystem[parentLoopSystem.subSystemList.Length - 1];
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// begin = systemsBefore + childSystem + systemsAfter
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// + systemsBefore
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if (systemPosition > 0)
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{
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Array.Copy(parentLoopSystem.subSystemList, newSubsystemList, systemPosition);
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}
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// + systemsAfter
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if (systemPosition < parentLoopSystem.subSystemList.Length - 1)
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{
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Array.Copy(parentLoopSystem.subSystemList, systemPosition + 1, newSubsystemList, systemPosition, parentLoopSystem.subSystemList.Length - systemPosition - 1);
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}
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// end = systemsBefore + systemsAfter
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parentLoopSystem.subSystemList = newSubsystemList;
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return true;
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}
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internal static void RegisterLoopSystems()
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{
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var rootPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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for (int i = 0; i < rootPlayerLoop.subSystemList.Length; i++)
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{
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ref var currentSystem = ref rootPlayerLoop.subSystemList[i];
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if (currentSystem.type == typeof(Initialization))
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{
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TryAddLoopSystem(ref currentSystem, NetworkInitialization.CreateLoopSystem(), null, LoopSystemPosition.After);
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}
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else if (currentSystem.type == typeof(EarlyUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkEarlyUpdate.CreateLoopSystem(), typeof(EarlyUpdate.ScriptRunDelayedStartupFrame), LoopSystemPosition.Before);
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}
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else if (currentSystem.type == typeof(FixedUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkFixedUpdate.CreateLoopSystem(), typeof(FixedUpdate.ScriptRunBehaviourFixedUpdate), LoopSystemPosition.Before);
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}
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else if (currentSystem.type == typeof(PreUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkPreUpdate.CreateLoopSystem(), typeof(PreUpdate.PhysicsUpdate), LoopSystemPosition.Before);
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}
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else if (currentSystem.type == typeof(Update))
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{
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TryAddLoopSystem(ref currentSystem, NetworkUpdate.CreateLoopSystem(), typeof(Update.ScriptRunBehaviourUpdate), LoopSystemPosition.Before);
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}
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else if (currentSystem.type == typeof(PreLateUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkPreLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.Before);
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TryAddLoopSystem(ref currentSystem, NetworkPostScriptLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.After);
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}
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else if (currentSystem.type == typeof(PostLateUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkPostLateUpdate.CreateLoopSystem(), typeof(PostLateUpdate.PlayerSendFrameComplete), LoopSystemPosition.After);
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}
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}
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PlayerLoop.SetPlayerLoop(rootPlayerLoop);
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}
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internal static void UnregisterLoopSystems()
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{
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var rootPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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for (int i = 0; i < rootPlayerLoop.subSystemList.Length; i++)
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{
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ref var currentSystem = ref rootPlayerLoop.subSystemList[i];
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if (currentSystem.type == typeof(Initialization))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkInitialization));
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}
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else if (currentSystem.type == typeof(EarlyUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkEarlyUpdate));
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}
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else if (currentSystem.type == typeof(FixedUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkFixedUpdate));
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}
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else if (currentSystem.type == typeof(PreUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreUpdate));
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}
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else if (currentSystem.type == typeof(Update))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkUpdate));
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}
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else if (currentSystem.type == typeof(PreLateUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate));
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostScriptLateUpdate));
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}
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else if (currentSystem.type == typeof(PostLateUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostLateUpdate));
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}
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}
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PlayerLoop.SetPlayerLoop(rootPlayerLoop);
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}
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}
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}
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