The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.1] - 2022-08-23 ### Changed - Changed version to 1.0.1. (#2131) - Updated dependency on `com.unity.transport` to 1.2.0. (#2129) - When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081) - Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects ### Fixed - Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130) - Fixed issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. (#2110) - Fixed interpolation issue with `NetworkTransform.Teleport`. (#2110) - Fixed issue where the authoritative side was interpolating its transform. (#2110) - Fixed Owner-written NetworkVariable infinitely write themselves (#2109) - Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099) - Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097) - Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096) - Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091) - Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086) - Fixed `NetworkAnimator` synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084) - Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076) - Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074) - Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074) - Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067) - Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
796 lines
33 KiB
C#
796 lines
33 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using System.Reflection;
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using Unity.Collections;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The base class to override to write network code. Inherits MonoBehaviour
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/// </summary>
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public abstract class NetworkBehaviour : MonoBehaviour
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{
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal enum __RpcExecStage
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{
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None = 0,
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Server = 1,
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Client = 2
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}
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// NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type
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internal virtual string __getTypeName() => nameof(NetworkBehaviour);
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[NonSerialized]
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// RuntimeAccessModifiersILPP will make this `protected`
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internal __RpcExecStage __rpc_exec_stage = __RpcExecStage.None;
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#pragma warning restore IDE1006 // restore naming rule violation check
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private const int k_RpcMessageDefaultSize = 1024; // 1k
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private const int k_RpcMessageMaximumSize = 1024 * 64; // 64k
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal FastBufferWriter __beginSendServerRpc(uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize);
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal void __endSendServerRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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var serverRpcMessage = new ServerRpcMessage
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{
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Metadata = new RpcMetadata
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{
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NetworkObjectId = NetworkObjectId,
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NetworkBehaviourId = NetworkBehaviourId,
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NetworkRpcMethodId = rpcMethodId,
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},
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WriteBuffer = bufferWriter
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};
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NetworkDelivery networkDelivery;
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switch (rpcDelivery)
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{
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default:
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case RpcDelivery.Reliable:
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networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
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break;
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case RpcDelivery.Unreliable:
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if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
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{
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throw new OverflowException("RPC parameters are too large for unreliable delivery.");
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}
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networkDelivery = NetworkDelivery.Unreliable;
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break;
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}
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var rpcWriteSize = 0;
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// If we are a server/host then we just no op and send to ourself
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if (IsHost || IsServer)
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{
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using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = Time.realtimeSinceStartup,
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SystemOwner = NetworkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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Header = new MessageHeader(),
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SerializedHeaderSize = 0,
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MessageSize = 0
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};
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serverRpcMessage.ReadBuffer = tempBuffer;
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serverRpcMessage.Handle(ref context);
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rpcWriteSize = tempBuffer.Length;
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}
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else
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{
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rpcWriteSize = NetworkManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
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}
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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NetworkManager.NetworkMetrics.TrackRpcSent(
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NetworkManager.ServerClientId,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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#endif
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal FastBufferWriter __beginSendClientRpc(uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize);
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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var clientRpcMessage = new ClientRpcMessage
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{
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Metadata = new RpcMetadata
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{
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NetworkObjectId = NetworkObjectId,
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NetworkBehaviourId = NetworkBehaviourId,
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NetworkRpcMethodId = rpcMethodId,
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},
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WriteBuffer = bufferWriter
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};
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NetworkDelivery networkDelivery;
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switch (rpcDelivery)
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{
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default:
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case RpcDelivery.Reliable:
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networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
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break;
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case RpcDelivery.Unreliable:
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if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
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{
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throw new OverflowException("RPC parameters are too large for unreliable delivery.");
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}
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networkDelivery = NetworkDelivery.Unreliable;
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break;
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}
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var rpcWriteSize = 0;
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// We check to see if we need to shortcut for the case where we are the host/server and we can send a clientRPC
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// to ourself. Sadly we have to figure that out from the list of clientIds :(
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bool shouldSendToHost = false;
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if (clientRpcParams.Send.TargetClientIds != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
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{
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if (targetClientId == NetworkManager.ServerClientId)
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{
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shouldSendToHost = true;
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break;
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}
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// Check to make sure we are sending to only observers, if not log an error.
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if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
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{
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NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
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}
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}
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rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
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}
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else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
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{
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if (targetClientId == NetworkManager.ServerClientId)
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{
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shouldSendToHost = true;
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break;
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}
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// Check to make sure we are sending to only observers, if not log an error.
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if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
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{
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NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
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}
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}
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rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
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}
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else
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{
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var observerEnumerator = NetworkObject.Observers.GetEnumerator();
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while (observerEnumerator.MoveNext())
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{
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// Skip over the host
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if (IsHost && observerEnumerator.Current == NetworkManager.LocalClientId)
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{
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shouldSendToHost = true;
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continue;
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}
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rpcWriteSize = NetworkManager.MessagingSystem.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
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}
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}
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// If we are a server/host then we just no op and send to ourself
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if (shouldSendToHost)
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{
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using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = Time.realtimeSinceStartup,
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SystemOwner = NetworkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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Header = new MessageHeader(),
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SerializedHeaderSize = 0,
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MessageSize = 0
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};
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clientRpcMessage.ReadBuffer = tempBuffer;
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clientRpcMessage.Handle(ref context);
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}
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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foreach (var client in NetworkManager.ConnectedClients)
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{
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NetworkManager.NetworkMetrics.TrackRpcSent(
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client.Key,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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}
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#endif
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}
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internal string GenerateObserverErrorMessage(ClientRpcParams clientRpcParams, ulong targetClientId)
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{
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var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray);
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return $"Sending ClientRpc to non-observer! {containerNameHoldingId} contains clientId {targetClientId} that is not an observer!";
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}
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/// <summary>
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/// Gets the NetworkManager that owns this NetworkBehaviour instance
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/// See note around `NetworkObject` for how there is a chicken / egg problem when we are not initialized
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/// </summary>
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public NetworkManager NetworkManager => NetworkObject.NetworkManager;
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/// <summary>
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/// If a NetworkObject is assigned, it will return whether or not this NetworkObject
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/// is the local player object. If no NetworkObject is assigned it will always return false.
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/// </summary>
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public bool IsLocalPlayer { get; private set; }
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/// <summary>
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/// Gets if the object is owned by the local player or if the object is the local player object
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/// </summary>
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public bool IsOwner { get; internal set; }
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/// <summary>
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/// Gets if we are executing as server
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/// </summary>
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protected bool IsServer { get; private set; }
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/// <summary>
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/// Gets if we are executing as client
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/// </summary>
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protected bool IsClient { get; private set; }
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/// <summary>
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/// Gets if we are executing as Host, I.E Server and Client
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/// </summary>
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protected bool IsHost { get; private set; }
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/// <summary>
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/// Gets Whether or not the object has a owner
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/// </summary>
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public bool IsOwnedByServer { get; internal set; }
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/// <summary>
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/// Used to determine if it is safe to access NetworkObject and NetworkManager from within a NetworkBehaviour component
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/// Primarily useful when checking NetworkObject/NetworkManager properties within FixedUpate
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/// </summary>
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public bool IsSpawned { get; internal set; }
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internal bool IsBehaviourEditable()
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{
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// Only server can MODIFY. So allow modification if network is either not running or we are server
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return !m_NetworkObject ||
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m_NetworkObject.NetworkManager == null ||
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m_NetworkObject.NetworkManager.IsListening == false ||
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m_NetworkObject.NetworkManager.IsServer;
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}
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/// <summary>
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/// Gets the NetworkObject that owns this NetworkBehaviour instance
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/// TODO: this needs an overhaul. It's expensive, it's ja little naive in how it looks for networkObject in
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/// its parent and worst, it creates a puzzle if you are a NetworkBehaviour wanting to see if you're live or not
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/// (e.g. editor code). All you want to do is find out if NetworkManager is null, but to do that you
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/// need NetworkObject, but if you try and grab NetworkObject and NetworkManager isn't up you'll get
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/// the warning below. This is why IsBehaviourEditable had to be created. Matt was going to re-do
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/// how NetworkObject works but it was close to the release and too risky to change
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///
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/// </summary>
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public NetworkObject NetworkObject
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{
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get
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{
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if (m_NetworkObject == null)
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{
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m_NetworkObject = GetComponentInParent<NetworkObject>();
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}
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// ShutdownInProgress check:
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// This prevents an edge case scenario where the NetworkManager is shutting down but user code
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// in Update and/or in FixedUpdate could still be checking NetworkBehaviour.NetworkObject directly (i.e. does it exist?)
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// or NetworkBehaviour.IsSpawned (i.e. to early exit if not spawned) which, in turn, could generate several Warning messages
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// per spawned NetworkObject. Checking for ShutdownInProgress prevents these unnecessary LogWarning messages.
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// We must check IsSpawned, otherwise a warning will be logged under certain valid conditions (see OnDestroy)
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if (IsSpawned && m_NetworkObject == null && (NetworkManager.Singleton == null || !NetworkManager.Singleton.ShutdownInProgress))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
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}
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}
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return m_NetworkObject;
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}
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}
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/// <summary>
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/// Gets whether or not this NetworkBehaviour instance has a NetworkObject owner.
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/// </summary>
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public bool HasNetworkObject => NetworkObject != null;
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private NetworkObject m_NetworkObject = null;
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/// <summary>
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/// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour
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/// </summary>
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public ulong NetworkObjectId { get; internal set; }
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/// <summary>
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/// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject
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/// </summary>
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public ushort NetworkBehaviourId { get; internal set; }
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/// <summary>
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/// Internally caches the Id of this behaviour in a NetworkObject. Makes look-up faster
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/// </summary>
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internal ushort NetworkBehaviourIdCache = 0;
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/// <summary>
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/// Returns a the NetworkBehaviour with a given BehaviourId for the current NetworkObject
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/// </summary>
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/// <param name="behaviourId">The behaviourId to return</param>
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/// <returns>Returns NetworkBehaviour with given behaviourId</returns>
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protected NetworkBehaviour GetNetworkBehaviour(ushort behaviourId)
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{
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return NetworkObject.GetNetworkBehaviourAtOrderIndex(behaviourId);
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}
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/// <summary>
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/// Gets the ClientId that owns the NetworkObject
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/// </summary>
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public ulong OwnerClientId { get; internal set; }
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/// <summary>
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/// Updates properties with network session related
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/// dependencies such as a NetworkObject's spawned
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/// state or NetworkManager's session state.
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/// </summary>
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internal void UpdateNetworkProperties()
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{
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// Set NetworkObject dependent properties
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if (NetworkObject != null)
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{
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// Set identification related properties
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NetworkObjectId = NetworkObject.NetworkObjectId;
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IsLocalPlayer = NetworkObject.IsLocalPlayer;
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// This is "OK" because GetNetworkBehaviourOrderIndex uses the order of
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// NetworkObject.ChildNetworkBehaviours which is set once when first
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// accessed.
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NetworkBehaviourId = NetworkObject.GetNetworkBehaviourOrderIndex(this);
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// Set ownership related properties
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IsOwnedByServer = NetworkObject.IsOwnedByServer;
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IsOwner = NetworkObject.IsOwner;
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OwnerClientId = NetworkObject.OwnerClientId;
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// Set NetworkManager dependent properties
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if (NetworkManager != null)
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{
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IsHost = NetworkManager.IsListening && NetworkManager.IsHost;
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IsClient = NetworkManager.IsListening && NetworkManager.IsClient;
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IsServer = NetworkManager.IsListening && NetworkManager.IsServer;
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}
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}
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else // Shouldn't happen, but if so then set the properties to their default value;
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{
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OwnerClientId = NetworkObjectId = default;
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IsOwnedByServer = IsOwner = IsHost = IsClient = IsServer = default;
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NetworkBehaviourId = default;
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}
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}
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/// <summary>
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/// Gets called when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered and the network is setup.
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/// </summary>
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public virtual void OnNetworkSpawn() { }
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/// <summary>
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/// Gets called when the <see cref="NetworkObject"/> gets despawned. Is called both on the server and clients.
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/// </summary>
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public virtual void OnNetworkDespawn() { }
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internal void InternalOnNetworkSpawn()
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{
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IsSpawned = true;
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InitializeVariables();
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UpdateNetworkProperties();
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OnNetworkSpawn();
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}
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internal void InternalOnNetworkDespawn()
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{
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IsSpawned = false;
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UpdateNetworkProperties();
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OnNetworkDespawn();
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}
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/// <summary>
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/// Gets called when the local client gains ownership of this object
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/// </summary>
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public virtual void OnGainedOwnership() { }
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internal void InternalOnGainedOwnership()
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{
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UpdateNetworkProperties();
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OnGainedOwnership();
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}
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/// <summary>
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/// Gets called when we loose ownership of this object
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/// </summary>
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public virtual void OnLostOwnership() { }
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internal void InternalOnLostOwnership()
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{
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UpdateNetworkProperties();
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OnLostOwnership();
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}
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/// <summary>
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/// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed
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/// </summary>
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/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
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public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
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private bool m_VarInit = false;
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private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
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private readonly List<NetworkDelivery> m_DeliveryTypesForNetworkVariableGroups = new List<NetworkDelivery>();
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internal readonly List<NetworkVariableBase> NetworkVariableFields = new List<NetworkVariableBase>();
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private static Dictionary<Type, FieldInfo[]> s_FieldTypes = new Dictionary<Type, FieldInfo[]>();
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private static FieldInfo[] GetFieldInfoForType(Type type)
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{
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if (!s_FieldTypes.ContainsKey(type))
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{
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s_FieldTypes.Add(type, GetFieldInfoForTypeRecursive(type));
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}
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return s_FieldTypes[type];
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}
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private static FieldInfo[] GetFieldInfoForTypeRecursive(Type type, List<FieldInfo> list = null)
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{
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if (list == null)
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{
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list = new List<FieldInfo>();
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list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance));
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}
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else
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{
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list.AddRange(type.GetFields(BindingFlags.NonPublic | BindingFlags.Instance));
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}
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if (type.BaseType != null && type.BaseType != typeof(NetworkBehaviour))
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{
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return GetFieldInfoForTypeRecursive(type.BaseType, list);
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}
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return list.OrderBy(x => x.Name, StringComparer.Ordinal).ToArray();
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}
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internal void InitializeVariables()
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{
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if (m_VarInit)
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{
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return;
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}
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m_VarInit = true;
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var sortedFields = GetFieldInfoForType(GetType());
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for (int i = 0; i < sortedFields.Length; i++)
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{
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var fieldType = sortedFields[i].FieldType;
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if (fieldType.IsSubclassOf(typeof(NetworkVariableBase)))
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{
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var instance = (NetworkVariableBase)sortedFields[i].GetValue(this);
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if (instance == null)
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{
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throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
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}
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instance.Initialize(this);
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var instanceNameProperty = fieldType.GetProperty(nameof(NetworkVariableBase.Name));
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var sanitizedVariableName = sortedFields[i].Name.Replace("<", string.Empty).Replace(">k__BackingField", string.Empty);
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instanceNameProperty?.SetValue(instance, sanitizedVariableName);
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NetworkVariableFields.Add(instance);
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}
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}
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{
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// Create index map for delivery types
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var firstLevelIndex = new Dictionary<NetworkDelivery, int>();
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int secondLevelCounter = 0;
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for (int i = 0; i < NetworkVariableFields.Count; i++)
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{
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var networkDelivery = NetworkVariableBase.Delivery;
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if (!firstLevelIndex.ContainsKey(networkDelivery))
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{
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firstLevelIndex.Add(networkDelivery, secondLevelCounter);
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m_DeliveryTypesForNetworkVariableGroups.Add(networkDelivery);
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secondLevelCounter++;
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}
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if (firstLevelIndex[networkDelivery] >= m_DeliveryMappedNetworkVariableIndices.Count)
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{
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m_DeliveryMappedNetworkVariableIndices.Add(new HashSet<int>());
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}
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m_DeliveryMappedNetworkVariableIndices[firstLevelIndex[networkDelivery]].Add(i);
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}
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}
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}
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internal void PreNetworkVariableWrite()
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{
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// reset our "which variables got written" data
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NetworkVariableIndexesToReset.Clear();
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NetworkVariableIndexesToResetSet.Clear();
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}
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internal void PostNetworkVariableWrite()
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{
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// mark any variables we wrote as no longer dirty
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for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++)
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{
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NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty();
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}
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MarkVariablesDirty(false);
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}
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internal void PreVariableUpdate()
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{
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if (!m_VarInit)
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{
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InitializeVariables();
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}
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PreNetworkVariableWrite();
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}
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internal void VariableUpdate(ulong targetClientId)
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{
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NetworkVariableUpdate(targetClientId, NetworkBehaviourId);
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}
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internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
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internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
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private void NetworkVariableUpdate(ulong targetClientId, int behaviourIndex)
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{
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if (!CouldHaveDirtyNetworkVariables())
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{
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return;
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}
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for (int j = 0; j < m_DeliveryMappedNetworkVariableIndices.Count; j++)
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{
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var shouldSend = false;
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for (int k = 0; k < NetworkVariableFields.Count; k++)
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{
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var networkVariable = NetworkVariableFields[k];
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if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId))
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{
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shouldSend = true;
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break;
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}
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}
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if (shouldSend)
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{
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var message = new NetworkVariableDeltaMessage
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{
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NetworkObjectId = NetworkObjectId,
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NetworkBehaviourIndex = NetworkObject.GetNetworkBehaviourOrderIndex(this),
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NetworkBehaviour = this,
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TargetClientId = targetClientId,
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DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
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};
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// TODO: Serialization is where the IsDirty flag gets changed.
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// Messages don't get sent from the server to itself, so if we're host and sending to ourselves,
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// we still have to actually serialize the message even though we're not sending it, otherwise
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// the dirty flag doesn't change properly. These two pieces should be decoupled at some point
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// so we don't have to do this serialization work if we're not going to use the result.
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if (IsServer && targetClientId == NetworkManager.ServerClientId)
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{
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var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
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using (tmpWriter)
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{
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message.Serialize(tmpWriter);
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}
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}
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else
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{
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NetworkManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
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}
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}
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}
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}
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private bool CouldHaveDirtyNetworkVariables()
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{
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// TODO: There should be a better way by reading one dirty variable vs. 'n'
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for (int i = 0; i < NetworkVariableFields.Count; i++)
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{
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if (NetworkVariableFields[i].IsDirty())
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{
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return true;
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}
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}
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return false;
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}
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internal void MarkVariablesDirty(bool dirty)
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{
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for (int j = 0; j < NetworkVariableFields.Count; j++)
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{
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NetworkVariableFields[j].SetDirty(dirty);
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}
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}
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internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId)
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{
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if (NetworkVariableFields.Count == 0)
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{
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return;
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}
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for (int j = 0; j < NetworkVariableFields.Count; j++)
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{
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bool canClientRead = NetworkVariableFields[j].CanClientRead(targetClientId);
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if (canClientRead)
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{
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var writePos = writer.Position;
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writer.WriteValueSafe((ushort)0);
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var startPos = writer.Position;
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NetworkVariableFields[j].WriteField(writer);
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var size = writer.Position - startPos;
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writer.Seek(writePos);
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writer.WriteValueSafe((ushort)size);
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writer.Seek(startPos + size);
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}
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else
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{
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writer.WriteValueSafe((ushort)0);
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}
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}
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}
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internal void SetNetworkVariableData(FastBufferReader reader)
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{
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if (NetworkVariableFields.Count == 0)
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{
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return;
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}
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for (int j = 0; j < NetworkVariableFields.Count; j++)
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{
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reader.ReadValueSafe(out ushort varSize);
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if (varSize == 0)
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{
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continue;
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}
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var readStartPos = reader.Position;
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NetworkVariableFields[j].ReadField(reader);
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if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (reader.Position > (readStartPos + varSize))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Var data read too far. {reader.Position - (readStartPos + varSize)} bytes.");
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}
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reader.Seek(readStartPos + varSize);
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}
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else if (reader.Position < (readStartPos + varSize))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Var data read too little. {(readStartPos + varSize) - reader.Position} bytes.");
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}
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reader.Seek(readStartPos + varSize);
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}
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}
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}
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}
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/// <summary>
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/// Gets the local instance of a object with a given NetworkId
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/// </summary>
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/// <param name="networkId"></param>
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/// <returns></returns>
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protected NetworkObject GetNetworkObject(ulong networkId)
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{
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return NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkId, out NetworkObject networkObject) ? networkObject : null;
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}
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/// <summary>
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/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to.
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/// NOTE: If you override this, you will want to always invoke this base class version of this
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/// <see cref="OnDestroy"/> method!!
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/// </summary>
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public virtual void OnDestroy()
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{
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if (NetworkObject != null && NetworkObject.IsSpawned && IsSpawned)
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{
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// If the associated NetworkObject is still spawned then this
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// NetworkBehaviour will be removed from the NetworkObject's
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// ChildNetworkBehaviours list.
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NetworkObject.OnNetworkBehaviourDestroyed(this);
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}
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// this seems odd to do here, but in fact especially in tests we can find ourselves
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// here without having called InitializedVariables, which causes problems if any
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// of those variables use native containers (e.g. NetworkList) as they won't be
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// registered here and therefore won't be cleaned up.
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//
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// we should study to understand the initialization patterns
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if (!m_VarInit)
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{
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InitializeVariables();
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}
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for (int i = 0; i < NetworkVariableFields.Count; i++)
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{
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NetworkVariableFields[i].Dispose();
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}
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}
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}
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}
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