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com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs
Unity Technologies ed38a4dcc2 com.unity.netcode.gameobjects@2.0.0-pre.1
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.1] - 2024-06-17

### Added

- 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 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

134 lines
5.3 KiB
C#

using System;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// The generic transport class all Netcode for GameObjects network transport implementations
/// derive from. Use this class to add a custom transport.
/// <seealso cref="Transports.UTP.UnityTransport"> for an example of how a transport is integrated</seealso>
/// </summary>
public abstract class NetworkTransport : MonoBehaviour
{
/// <summary>
/// A constant `clientId` that represents the server
/// When this value is found in methods such as `Send`, it should be treated as a placeholder that means "the server"
/// </summary>
public abstract ulong ServerClientId { get; }
/// <summary>
/// Gets a value indicating whether this <see cref="T:NetworkTransport"/> is supported in the current runtime context
/// This is used by multiplex adapters
/// </summary>
/// <value><c>true</c> if is supported; otherwise, <c>false</c>.</value>
public virtual bool IsSupported => true;
internal INetworkMetrics NetworkMetrics;
/// <summary>
/// Delegate for transport network events
/// </summary>
public delegate void TransportEventDelegate(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime);
/// <summary>
/// Occurs when the transport has a new transport network event.
/// Can be used to make an event based transport instead of a poll based.
/// Invocation has to occur on the Unity thread in the Update loop.
/// </summary>
public event TransportEventDelegate OnTransportEvent;
/// <summary>
/// Invokes the <see cref="OnTransportEvent"/>. Invokation has to occur on the Unity thread in the Update loop.
/// </summary>
/// <param name="eventType">The event type</param>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
protected void InvokeOnTransportEvent(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime)
{
OnTransportEvent?.Invoke(eventType, clientId, payload, receiveTime);
}
/// <summary>
/// Send a payload to the specified clientId, data and networkDelivery.
/// </summary>
/// <param name="clientId">The clientId to send to</param>
/// <param name="payload">The data to send</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public abstract void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery);
/// <summary>
/// Polls for incoming events, with an extra output parameter to report the precise time the event was received.
/// </summary>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
/// <returns>Returns the event type</returns>
public abstract NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime);
/// <summary>
/// Connects client to the server
/// </summary>
/// <returns>Returns success or failure</returns>
public abstract bool StartClient();
/// <summary>
/// Starts to listening for incoming clients
/// </summary>
/// <returns>Returns success or failure</returns>
public abstract bool StartServer();
/// <summary>
/// Disconnects a client from the server
/// </summary>
/// <param name="clientId">The clientId to disconnect</param>
public abstract void DisconnectRemoteClient(ulong clientId);
/// <summary>
/// Disconnects the local client from the server
/// </summary>
public abstract void DisconnectLocalClient();
/// <summary>
/// Gets the round trip time for a specific client. This method is optional
/// </summary>
/// <param name="clientId">The clientId to get the RTT from</param>
/// <returns>Returns the round trip time in milliseconds </returns>
public abstract ulong GetCurrentRtt(ulong clientId);
/// <summary>
/// Shuts down the transport
/// </summary>
public abstract void Shutdown();
/// <summary>
/// Initializes the transport
/// </summary>
/// /// <param name="networkManager">optionally pass in NetworkManager</param>
public abstract void Initialize(NetworkManager networkManager = null);
protected virtual NetworkTopologyTypes OnCurrentTopology()
{
return NetworkTopologyTypes.ClientServer;
}
internal NetworkTopologyTypes CurrentTopology()
{
return OnCurrentTopology();
}
}
public enum NetworkTopologyTypes
{
ClientServer,
DistributedAuthority
}
#if UNITY_INCLUDE_TESTS
public abstract class TestingNetworkTransport : NetworkTransport
{
}
#endif
}