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)
374 lines
13 KiB
C#
374 lines
13 KiB
C#
using System;
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using UnityEngine;
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namespace Unity.Netcode
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{
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public struct NetworkVariableUpdateTraits
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{
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[Tooltip("The minimum amount of time that must pass between sending updates. If this amount of time has not passed since the last update, dirtiness will be ignored.")]
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public float MinSecondsBetweenUpdates;
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[Tooltip("The maximum amount of time that a variable can be dirty without sending an update. If this amount of time has passed since the last update, an update will be sent even if the dirtiness threshold has not been met.")]
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public float MaxSecondsBetweenUpdates;
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}
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/// <summary>
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/// Interface for network value containers
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/// </summary>
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public abstract class NetworkVariableBase : IDisposable
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{
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[SerializeField]
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internal NetworkVariableUpdateTraits UpdateTraits = default;
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[NonSerialized]
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internal double LastUpdateSent;
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/// <summary>
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/// The delivery type (QoS) to send data with
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/// </summary>
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internal const NetworkDelivery Delivery = NetworkDelivery.ReliableFragmentedSequenced;
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/// <summary>
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/// Maintains a link to the associated NetworkBehaviour
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/// </summary>
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private protected NetworkBehaviour m_NetworkBehaviour;
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private NetworkManager m_InternalNetworkManager;
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internal virtual NetworkVariableType Type => NetworkVariableType.Custom;
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private protected NetworkManager m_NetworkManager
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{
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get
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{
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if (m_InternalNetworkManager == null && m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
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{
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m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
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}
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return m_InternalNetworkManager;
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}
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}
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public NetworkBehaviour GetBehaviour()
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{
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return m_NetworkBehaviour;
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}
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/// <summary>
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/// Initializes the NetworkVariable
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/// </summary>
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/// <param name="networkBehaviour">The NetworkBehaviour the NetworkVariable belongs to</param>
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public void Initialize(NetworkBehaviour networkBehaviour)
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{
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m_InternalNetworkManager = null;
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m_NetworkBehaviour = networkBehaviour;
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if (m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
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{
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m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
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// When in distributed authority mode, there is no such thing as server write permissions
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InternalWritePerm = m_InternalNetworkManager.DistributedAuthorityMode ? NetworkVariableWritePermission.Owner : InternalWritePerm;
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if (m_NetworkBehaviour.NetworkManager.NetworkTimeSystem != null)
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{
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UpdateLastSentTime();
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}
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}
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OnInitialize();
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}
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/// <summary>
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/// Called on initialization
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/// </summary>
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public virtual void OnInitialize()
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{
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}
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/// <summary>
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/// Sets the update traits for this network variable to determine how frequently it will send updates.
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/// </summary>
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/// <param name="traits"></param>
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public void SetUpdateTraits(NetworkVariableUpdateTraits traits)
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{
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UpdateTraits = traits;
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}
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/// <summary>
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/// Check whether or not this variable has changed significantly enough to send an update.
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/// If not, no update will be sent even if the variable is dirty, unless the time since last update exceeds
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/// the <see cref="UpdateTraits"/>' <see cref="NetworkVariableUpdateTraits.MaxSecondsBetweenUpdates"/>.
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/// </summary>
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/// <returns></returns>
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public virtual bool ExceedsDirtinessThreshold()
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{
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return true;
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}
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/// <summary>
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/// The default read permissions
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/// </summary>
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public const NetworkVariableReadPermission DefaultReadPerm = NetworkVariableReadPermission.Everyone;
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/// <summary>
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/// The default write permissions
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/// </summary>
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public const NetworkVariableWritePermission DefaultWritePerm = NetworkVariableWritePermission.Server;
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/// <summary>
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/// The default constructor for <see cref="NetworkVariableBase"/> that can be used to create a
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/// custom NetworkVariable.
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/// </summary>
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/// <param name="readPerm">the <see cref="NetworkVariableReadPermission"/> access settings</param>
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/// <param name="writePerm">the <see cref="NetworkVariableWritePermission"/> access settings</param>
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protected NetworkVariableBase(
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NetworkVariableReadPermission readPerm = DefaultReadPerm,
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NetworkVariableWritePermission writePerm = DefaultWritePerm)
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{
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ReadPerm = readPerm;
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InternalWritePerm = writePerm;
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}
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/// <summary>
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/// The <see cref="m_IsDirty"/> property is used to determine if the
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/// value of the `NetworkVariable` has changed.
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/// </summary>
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private bool m_IsDirty;
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/// <summary>
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/// Gets or sets the name of the network variable's instance
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/// (MemberInfo) where it was declared.
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/// </summary>
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public string Name { get; internal set; }
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/// <summary>
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/// The read permission for this var
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/// </summary>
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public readonly NetworkVariableReadPermission ReadPerm;
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/// <summary>
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/// The write permission for this var
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/// </summary>
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public NetworkVariableWritePermission WritePerm
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{
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get
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{
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return InternalWritePerm;
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}
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}
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// We had to change the Write Permission in distributed authority.
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// (It is too bad we initially declared it as readonly)
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internal NetworkVariableWritePermission InternalWritePerm;
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/// <summary>
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/// Sets whether or not the variable needs to be delta synced
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/// </summary>
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/// <param name="isDirty">Whether or not the var is dirty</param>
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public virtual void SetDirty(bool isDirty)
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{
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m_IsDirty = isDirty;
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if (m_IsDirty)
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{
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MarkNetworkBehaviourDirty();
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}
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}
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internal bool CanSend()
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{
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var timeSinceLastUpdate = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime - LastUpdateSent;
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return
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(
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UpdateTraits.MaxSecondsBetweenUpdates > 0 &&
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timeSinceLastUpdate >= UpdateTraits.MaxSecondsBetweenUpdates
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) ||
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(
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timeSinceLastUpdate >= UpdateTraits.MinSecondsBetweenUpdates &&
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ExceedsDirtinessThreshold()
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);
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}
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internal void UpdateLastSentTime()
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{
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LastUpdateSent = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
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}
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internal static bool IgnoreInitializeWarning;
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protected void MarkNetworkBehaviourDirty()
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{
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if (m_NetworkBehaviour == null)
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{
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if (!IgnoreInitializeWarning)
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{
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Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
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"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
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}
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return;
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}
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if (m_NetworkBehaviour.NetworkManager.ShutdownInProgress)
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{
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if (m_NetworkBehaviour.NetworkManager.LogLevel <= LogLevel.Developer)
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{
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Debug.LogWarning($"NetworkVariable is written to during the NetworkManager shutdown! " +
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"Are you modifying a NetworkVariable within a NetworkBehaviour.OnDestroy or NetworkBehaviour.OnDespawn method?");
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}
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return;
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}
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if (!m_NetworkBehaviour.NetworkManager.IsListening)
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{
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if (m_NetworkBehaviour.NetworkManager.LogLevel <= LogLevel.Developer)
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{
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Debug.LogWarning($"NetworkVariable is written to after the NetworkManager has already shutdown! " +
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"Are you modifying a NetworkVariable within a NetworkBehaviour.OnDestroy or NetworkBehaviour.OnDespawn method?");
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}
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return;
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}
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m_NetworkBehaviour.NetworkManager.BehaviourUpdater?.AddForUpdate(m_NetworkBehaviour.NetworkObject);
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}
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/// <summary>
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/// Resets the dirty state and marks the variable as synced / clean
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/// </summary>
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public virtual void ResetDirty()
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{
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m_IsDirty = false;
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}
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/// <summary>
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/// Gets Whether or not the container is dirty
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/// </summary>
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/// <returns>Whether or not the container is dirty</returns>
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public virtual bool IsDirty()
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{
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return m_IsDirty;
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}
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/// <summary>
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/// Gets if a specific client has permission to read the var or not
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/// </summary>
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/// <param name="clientId">The client id</param>
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/// <returns>Whether or not the client has permission to read</returns>
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public bool CanClientRead(ulong clientId)
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{
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// When in distributed authority mode, everyone can read (but only the owner can write)
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if (m_NetworkManager != null && m_NetworkManager.DistributedAuthorityMode)
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{
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return true;
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}
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switch (ReadPerm)
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{
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default:
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case NetworkVariableReadPermission.Everyone:
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return true;
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case NetworkVariableReadPermission.Owner:
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return clientId == m_NetworkBehaviour.NetworkObject.OwnerClientId || NetworkManager.ServerClientId == clientId;
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}
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}
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/// <summary>
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/// Gets if a specific client has permission to write the var or not
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/// </summary>
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/// <param name="clientId">The client id</param>
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/// <returns>Whether or not the client has permission to write</returns>
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public bool CanClientWrite(ulong clientId)
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{
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switch (WritePerm)
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{
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default:
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case NetworkVariableWritePermission.Server:
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return clientId == NetworkManager.ServerClientId;
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case NetworkVariableWritePermission.Owner:
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return clientId == m_NetworkBehaviour.NetworkObject.OwnerClientId;
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}
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}
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/// <summary>
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/// Returns the ClientId of the owning client
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/// </summary>
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internal ulong OwnerClientId()
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{
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return m_NetworkBehaviour.NetworkObject.OwnerClientId;
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}
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/// <summary>
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/// Writes the dirty changes, that is, the changes since the variable was last dirty, to the writer
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/// </summary>
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/// <param name="writer">The stream to write the dirty changes to</param>
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public abstract void WriteDelta(FastBufferWriter writer);
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/// <summary>
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/// Writes the complete state of the variable to the writer
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/// </summary>
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/// <param name="writer">The stream to write the state to</param>
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public abstract void WriteField(FastBufferWriter writer);
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/// <summary>
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/// Reads the complete state from the reader and applies it
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/// </summary>
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/// <param name="reader">The stream to read the state from</param>
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public abstract void ReadField(FastBufferReader reader);
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/// <summary>
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/// Reads delta from the reader and applies them to the internal value
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/// </summary>
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/// <param name="reader">The stream to read the delta from</param>
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/// <param name="keepDirtyDelta">Whether or not the delta should be kept as dirty or consumed</param>
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public abstract void ReadDelta(FastBufferReader reader, bool keepDirtyDelta);
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/// <summary>
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/// Virtual <see cref="IDisposable"/> implementation
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/// </summary>
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public virtual void Dispose()
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{
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m_InternalNetworkManager = null;
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}
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}
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/// <summary>
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/// Enum representing the different types of Network Variables.
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/// </summary>
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public enum NetworkVariableType : byte
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{
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/// <summary>
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/// Value
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/// Used for all of the basic NetworkVariables that contain a single value
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/// </summary>
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Value = 0,
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/// <summary>
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/// Custom
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/// For any custom implemented extension of the NetworkVariableBase
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/// </summary>
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Custom = 1,
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/// <summary>
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/// NetworkList
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/// </summary>
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NetworkList = 2
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}
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public enum CollectionItemType : byte
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{
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/// <summary>
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/// For any type that is not valid inside a NetworkVariable collection
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/// </summary>
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Unknown = 0,
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/// <summary>
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/// The following types are valid types inside of NetworkVariable collections
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/// </summary>
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Short = 1,
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UShort = 2,
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Int = 3,
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UInt = 4,
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Long = 5,
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ULong = 6,
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Unmanaged = 7,
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}
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}
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