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com.unity.netcode.gameobjects/Runtime/Messaging/Messages/NetworkVariableDeltaMessage.cs
Unity Technologies c813386c5c com.unity.netcode.gameobjects@2.0.0-pre.2
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)
2024-06-17 00:00:00 +00:00

307 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// This particular struct is a little weird because it doesn't actually contain the data
/// it's serializing. Instead, it contains references to the data it needs to do the
/// serialization. This is due to the generally amorphous nature of network variable
/// deltas, since they're all driven by custom virtual method overloads.
/// </summary>
internal struct NetworkVariableDeltaMessage : INetworkMessage
{
public int Version => 0;
public ulong NetworkObjectId;
public ushort NetworkBehaviourIndex;
public HashSet<int> DeliveryMappedNetworkVariableIndex;
public ulong TargetClientId;
public NetworkBehaviour NetworkBehaviour;
private FastBufferReader m_ReceivedNetworkVariableData;
private const string k_Name = "NetworkVariableDeltaMessage";
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
// Worth either merging or more cleanly separating these codepaths.
public void Serialize(FastBufferWriter writer, int targetVersion)
{
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
{
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
}
var obj = NetworkBehaviour.NetworkObject;
var networkManager = obj.NetworkManagerOwner;
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
if (networkManager.DistributedAuthorityMode)
{
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
}
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
{
if (!DeliveryMappedNetworkVariableIndex.Contains(i))
{
// This var does not belong to the currently iterating delivery group.
if (networkManager.DistributedAuthorityMode)
{
writer.WriteValueSafe<ushort>(0);
}
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
BytePacker.WriteValueBitPacked(writer, (ushort)0);
}
else
{
writer.WriteValueSafe(false);
}
continue;
}
var startingSize = writer.Length;
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
var shouldWrite = networkVariable.IsDirty() &&
networkVariable.CanClientRead(TargetClientId) &&
(networkManager.IsServer || networkVariable.CanClientWrite(networkManager.LocalClientId)) &&
networkVariable.CanSend();
// Prevent the server from writing to the client that owns a given NetworkVariable
// Allowing the write would send an old value to the client and cause jitter
if (networkVariable.WritePerm == NetworkVariableWritePermission.Owner &&
networkVariable.OwnerClientId() == TargetClientId)
{
shouldWrite = false;
}
// The object containing the behaviour we're about to process is about to be shown to this client
// As a result, the client will get the fully serialized NetworkVariable and would be confused by
// an extraneous delta
if (networkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
networkManager.SpawnManager.ObjectsToShowToClient[TargetClientId]
.Contains(obj))
{
shouldWrite = false;
}
if (networkManager.DistributedAuthorityMode)
{
if (!shouldWrite)
{
writer.WriteValueSafe<ushort>(0);
}
}
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
if (!shouldWrite)
{
BytePacker.WriteValueBitPacked(writer, (ushort)0);
}
}
else
{
writer.WriteValueSafe(shouldWrite);
}
if (shouldWrite)
{
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
var tempWriter = new FastBufferWriter(networkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, networkManager.MessageManager.FragmentedMessageMaxSize);
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
if (!writer.TryBeginWrite(tempWriter.Length))
{
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
}
tempWriter.CopyTo(writer);
}
else
{
// DANGO-TODO:
// Complex types with custom type serialization (either registered custom types or INetworkSerializable implementations) will be problematic
// Non-complex types always provide a full state update per delta
// DANGO-TODO: Add NetworkListEvent<T>.EventType awareness to the cloud-state server
if (networkManager.DistributedAuthorityMode)
{
var size_marker = writer.Position;
writer.WriteValueSafe<ushort>(0);
var start_marker = writer.Position;
networkVariable.WriteDelta(writer);
var end_marker = writer.Position;
writer.Seek(size_marker);
var size = end_marker - start_marker;
writer.WriteValueSafe((ushort)size);
writer.Seek(end_marker);
}
else
{
networkVariable.WriteDelta(writer);
}
}
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
TargetClientId,
obj,
networkVariable.Name,
NetworkBehaviour.__getTypeName(),
writer.Length - startingSize);
}
}
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourIndex);
m_ReceivedNetworkVariableData = reader;
return true;
}
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
// Worth either merging or more cleanly separating these codepaths.
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
{
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
if (networkBehaviour == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Network variable delta message received for a non-existent behaviour. {nameof(NetworkObjectId)}: {NetworkObjectId}, {nameof(NetworkBehaviourIndex)}: {NetworkBehaviourIndex}");
}
}
else
{
if (networkManager.DistributedAuthorityMode)
{
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableCount);
if (variableCount != networkBehaviour.NetworkVariableFields.Count)
{
UnityEngine.Debug.LogError("Variable count mismatch");
}
}
for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
{
int varSize = 0;
if (networkManager.DistributedAuthorityMode)
{
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableSize);
varSize = variableSize;
if (varSize == 0)
{
continue;
}
}
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
if (varSize == 0)
{
continue;
}
}
else
{
m_ReceivedNetworkVariableData.ReadValueSafe(out bool deltaExists);
if (!deltaExists)
{
continue;
}
}
var networkVariable = networkBehaviour.NetworkVariableFields[i];
if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId))
{
// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogWarning($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
}
m_ReceivedNetworkVariableData.Seek(m_ReceivedNetworkVariableData.Position + varSize);
continue;
}
//This client wrote somewhere they are not allowed. This is critical
//We can't just skip this field. Because we don't actually know how to dummy read
//That is, we don't know how many bytes to skip. Because the interface doesn't have a
//Read that gives us the value. Only a Read that applies the value straight away
//A dummy read COULD be added to the interface for this situation, but it's just being too nice.
//This is after all a developer fault. A critical error should be fine.
// - TwoTen
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
}
return;
}
int readStartPos = m_ReceivedNetworkVariableData.Position;
// Read Delta so we also notify any subscribers to a change in the NetworkVariable
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
context.SenderId,
networkObject,
networkVariable.Name,
networkBehaviour.__getTypeName(),
context.MessageSize);
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety || networkManager.DistributedAuthorityMode)
{
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Var delta read too far. {m_ReceivedNetworkVariableData.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
}
m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
}
else if (m_ReceivedNetworkVariableData.Position < (readStartPos + varSize))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Var delta read too little. {readStartPos + varSize - m_ReceivedNetworkVariableData.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
}
m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
}
}
}
}
}
else
{
// DANGO-TODO: Fix me!
// When a client-spawned NetworkObject is despawned by the owner client, the owner client will still get messages for deltas and cause this to
// log a warning. The issue is primarily how NetworkVariables handle updating and will require some additional re-factoring.
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context, k_Name);
}
}
}
}