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). ## [1.8.0] - 2023-12-12 ### Added - Added a new RPC attribute, which is simply `Rpc`. (#2762) - This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: `Server`, `NotServer`, `Owner`, `NotOwner`, `Me`, `NotMe`, `ClientsAndHost`, and `Everyone`. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs. - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately. - This attribute effectively replaces `ServerRpc` and `ClientRpc`. `ServerRpc` and `ClientRpc` remain in their existing forms for backward compatibility, but `Rpc` will be the recommended and most supported option. - Added `NetworkManager.OnConnectionEvent` as a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762) - Added `NetworkManager.ServerIsHost` and `NetworkBehaviour.ServerIsHost` to allow a client to tell if it is connected to a host or to a dedicated server (#2762) - Added `SceneEventProgress.SceneManagementNotEnabled` return status to be returned when a `NetworkSceneManager` method is invoked and scene management is not enabled. (#2735) - Added `SceneEventProgress.ServerOnlyAction` return status to be returned when a `NetworkSceneManager` method is invoked by a client. (#2735) - Added `NetworkObject.InstantiateAndSpawn` and `NetworkSpawnManager.InstantiateAndSpawn` methods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating the `GameObject` and spawning the `NetworkObject` instance. (#2710) ### Fixed - Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789) - Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789) - Fixed issue where a host could disconnect its local client but remain running as a server. (#2789) - Fixed issue where `OnClientDisconnectedCallback` was not being invoked under certain conditions. (#2789) - Fixed issue where `OnClientDisconnectedCallback` was always returning 0 as the client identifier. (#2789) - Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789) - Fixed issue where setting values on a `NetworkVariable` or `NetworkList` within `OnNetworkDespawn` during a shutdown sequence would throw an exception. (#2789) - Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777) - Fixed issue where `NetworkTransform` was using the `NetworkManager.ServerTime.Tick` as opposed to `NetworkManager.NetworkTickSystem.ServerTime.Tick` during the authoritative side's tick update where it performed a delta state check. (#2777) - Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737) - Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to `LoadSceneMode.Single`, a `CreateObjectMessage` could be received, processed, and the resultant spawned `NetworkObject` could be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly created `NetworkObject` to be destroyed (and throw and exception). (#2735) - Fixed issue where a `NetworkTransform` instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713) - Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710) ### Changed - Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789) - Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789) - Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777) - `NetworkManager.ConnectedClientsIds` is now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762) - Changed `NetworkSceneManager` to return a `SceneEventProgress` status and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access a `NetworkSceneManager` method by a client. (#2735) - Changed `NetworkTransform` authoritative instance tick registration so a single `NetworkTransform` specific tick event update will update all authoritative instances to improve perofmance. (#2713) - Changed `NetworkPrefabs.OverrideToNetworkPrefab` dictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710) - Changed in-scene placed `NetworkObject`s now store their source network prefab asset's `GlobalObjectIdHash` internally that is used, when scene management is disabled, by clients to spawn the correct prefab even if the `NetworkPrefab` entry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710) - Changed in-scene placed `NetworkObject`s no longer require a `NetworkPrefab` entry with `GlobalObjectIdHash` override in order for clients to properly synchronize. (#2710) - Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710) - Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
599 lines
25 KiB
C#
599 lines
25 KiB
C#
#if UNITY_2022_3_OR_NEWER && (RELAY_SDK_INSTALLED && !UNITY_WEBGL ) || (RELAY_SDK_INSTALLED && UNITY_WEBGL && UTP_TRANSPORT_2_0_ABOVE)
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#define RELAY_INTEGRATION_AVAILABLE
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#endif
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor
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{
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/// <summary>
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/// This <see cref="CustomEditor"/> handles the translation between the <see cref="NetworkConfig"/> and
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/// the <see cref="NetworkManager"/> properties.
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/// </summary>
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[CustomEditor(typeof(NetworkManager), true)]
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[CanEditMultipleObjects]
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public class NetworkManagerEditor : UnityEditor.Editor
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{
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private static GUIStyle s_CenteredWordWrappedLabelStyle;
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private static GUIStyle s_HelpBoxStyle;
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// Properties
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private SerializedProperty m_RunInBackgroundProperty;
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private SerializedProperty m_LogLevelProperty;
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// NetworkConfig
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private SerializedProperty m_NetworkConfigProperty;
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// NetworkConfig fields
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private SerializedProperty m_PlayerPrefabProperty;
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private SerializedProperty m_ProtocolVersionProperty;
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private SerializedProperty m_NetworkTransportProperty;
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private SerializedProperty m_TickRateProperty;
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private SerializedProperty m_MaxObjectUpdatesPerTickProperty;
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private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
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private SerializedProperty m_ConnectionApprovalProperty;
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private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
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private SerializedProperty m_ForceSamePrefabsProperty;
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private SerializedProperty m_EnableSceneManagementProperty;
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private SerializedProperty m_RecycleNetworkIdsProperty;
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private SerializedProperty m_NetworkIdRecycleDelayProperty;
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private SerializedProperty m_RpcHashSizeProperty;
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private SerializedProperty m_LoadSceneTimeOutProperty;
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private SerializedProperty m_PrefabsList;
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private NetworkManager m_NetworkManager;
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private bool m_Initialized;
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private readonly List<Type> m_TransportTypes = new List<Type>();
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private string[] m_TransportNames = { "Select transport..." };
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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Initialize();
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CheckNullProperties();
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#if !MULTIPLAYER_TOOLS
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DrawInstallMultiplayerToolsTip();
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#endif
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if (m_NetworkManager.IsServer || m_NetworkManager.IsClient)
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{
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DrawDisconnectButton();
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}
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else
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{
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DrawAllPropertyFields();
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ShowStartConnectionButtons();
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}
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}
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private void ReloadTransports()
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{
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m_TransportTypes.Clear();
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var assemblies = AppDomain.CurrentDomain.GetAssemblies();
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foreach (var assembly in assemblies)
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{
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var types = assembly.GetTypes();
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foreach (var type in types)
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{
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if (type.IsSubclassOf(typeof(NetworkTransport)) && !type.IsSubclassOf(typeof(TestingNetworkTransport)) && type != typeof(TestingNetworkTransport))
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{
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m_TransportTypes.Add(type);
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}
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}
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}
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m_TransportNames = new string[m_TransportTypes.Count + 1];
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m_TransportNames[0] = "Select transport...";
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for (int i = 0; i < m_TransportTypes.Count; i++)
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{
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m_TransportNames[i + 1] = m_TransportTypes[i].Name;
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}
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}
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private void Initialize()
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{
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if (m_Initialized)
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{
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return;
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}
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m_Initialized = true;
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m_NetworkManager = (NetworkManager)target;
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// Base properties
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m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
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m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
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m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
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// NetworkConfig properties
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m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
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m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
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m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
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m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
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m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
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m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
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m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
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m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
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m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
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m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
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m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
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m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
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m_PrefabsList = m_NetworkConfigProperty
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.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
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.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
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ReloadTransports();
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}
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private void CheckNullProperties()
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{
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// Base properties
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m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
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m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
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m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
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// NetworkConfig properties
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m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
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m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
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m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
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m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
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m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
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m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
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m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
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m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
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m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
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m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
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m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
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m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
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m_PrefabsList = m_NetworkConfigProperty
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.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
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.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
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}
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private void DrawAllPropertyFields()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
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EditorGUILayout.PropertyField(m_LogLevelProperty);
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
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EditorGUILayout.Space();
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DrawPrefabListField();
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("General", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
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DrawTransportField();
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EditorGUILayout.PropertyField(m_TickRateProperty);
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EditorGUILayout.LabelField("Performance", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty);
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EditorGUILayout.LabelField("Connection", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
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using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.ConnectionApproval))
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{
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EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
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}
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EditorGUILayout.LabelField("Spawning", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
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EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
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using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.RecycleNetworkIds))
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{
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EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
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}
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EditorGUILayout.LabelField("Bandwidth", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
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EditorGUILayout.LabelField("Scene Management", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
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using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.EnableSceneManagement))
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{
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EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
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}
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serializedObject.ApplyModifiedProperties();
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}
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private void DrawTransportField()
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{
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#if RELAY_INTEGRATION_AVAILABLE
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var useRelay = EditorPrefs.GetBool(k_UseEasyRelayIntegrationKey, false);
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#else
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var useRelay = false;
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#endif
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if (useRelay)
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{
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EditorGUILayout.HelpBox("Test connection with relay is enabled, so the default Unity Transport will be used", MessageType.Info);
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GUI.enabled = false;
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EditorGUILayout.PropertyField(m_NetworkTransportProperty);
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GUI.enabled = true;
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return;
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}
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EditorGUILayout.PropertyField(m_NetworkTransportProperty);
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if (m_NetworkTransportProperty.objectReferenceValue == null)
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{
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EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
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int selection = EditorGUILayout.Popup(0, m_TransportNames);
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if (selection > 0)
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{
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ReloadTransports();
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var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
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m_NetworkTransportProperty.objectReferenceValue = transportComponent;
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Repaint();
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}
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}
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}
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#if RELAY_INTEGRATION_AVAILABLE
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private readonly string k_UseEasyRelayIntegrationKey = "NetworkManagerUI_UseRelay_" + Application.dataPath.GetHashCode();
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private string m_JoinCode = "";
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private string m_StartConnectionError = null;
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private string m_Region = "";
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// wait for next frame so that ImGui finishes the current frame
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private static void RunNextFrame(Action action) => EditorApplication.delayCall += () => action();
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#endif
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private void ShowStartConnectionButtons()
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{
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EditorGUILayout.LabelField("Start Connection", EditorStyles.boldLabel);
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#if RELAY_INTEGRATION_AVAILABLE
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// use editor prefs to persist the setting when entering / leaving play mode / exiting Unity
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var useRelay = EditorPrefs.GetBool(k_UseEasyRelayIntegrationKey, false);
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GUILayout.BeginHorizontal();
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useRelay = GUILayout.Toggle(useRelay, "Try Relay in the Editor");
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var icon = EditorGUIUtility.IconContent("_Help");
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icon.tooltip = "This will help you test relay in the Editor. Click here to know how to integrate Relay in your build";
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if (GUILayout.Button(icon, GUIStyle.none, GUILayout.Width(20)))
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{
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Application.OpenURL("https://docs-multiplayer.unity3d.com/netcode/current/relay/");
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}
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GUILayout.EndHorizontal();
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EditorPrefs.SetBool(k_UseEasyRelayIntegrationKey, useRelay);
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if (useRelay && !Application.isPlaying && !CloudProjectSettings.projectBound)
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{
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EditorGUILayout.HelpBox("To use relay, you need to setup your project in the Project Settings in the Services section.", MessageType.Warning);
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if (GUILayout.Button("Open Project settings"))
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{
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SettingsService.OpenProjectSettings("Project/Services");
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}
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}
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#else
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var useRelay = false;
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#endif
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string buttonDisabledReasonSuffix = "";
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if (!EditorApplication.isPlaying)
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{
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buttonDisabledReasonSuffix = ". This can only be done in play mode";
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GUI.enabled = false;
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}
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if (useRelay)
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{
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ShowStartConnectionButtons_Relay(buttonDisabledReasonSuffix);
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}
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else
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{
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ShowStartConnectionButtons_Standard(buttonDisabledReasonSuffix);
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}
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if (!EditorApplication.isPlaying)
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{
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GUI.enabled = true;
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}
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}
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private void ShowStartConnectionButtons_Relay(string buttonDisabledReasonSuffix)
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{
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#if RELAY_INTEGRATION_AVAILABLE
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void AddStartServerOrHostButton(bool isServer)
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{
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var type = isServer ? "Server" : "Host";
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if (GUILayout.Button(new GUIContent($"Start {type}", $"Starts a {type} instance with Relay{buttonDisabledReasonSuffix}")))
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{
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m_StartConnectionError = null;
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RunNextFrame(async () =>
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{
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try
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{
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var (joinCode, allocation) = isServer ? await m_NetworkManager.StartServerWithRelay() : await m_NetworkManager.StartHostWithRelay();
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m_JoinCode = joinCode;
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m_Region = allocation.Region;
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Repaint();
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}
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catch (Exception e)
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{
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m_StartConnectionError = e.Message;
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throw;
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}
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});
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}
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}
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AddStartServerOrHostButton(isServer: true);
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AddStartServerOrHostButton(isServer: false);
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GUILayout.Space(8f);
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m_JoinCode = EditorGUILayout.TextField("Relay Join Code", m_JoinCode);
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if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance with Relay" + buttonDisabledReasonSuffix)))
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{
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m_StartConnectionError = null;
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RunNextFrame(async () =>
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{
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if (string.IsNullOrEmpty(m_JoinCode))
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{
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m_StartConnectionError = "Please provide a join code!";
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return;
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}
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try
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{
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var allocation = await m_NetworkManager.StartClientWithRelay(m_JoinCode);
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m_Region = allocation.Region;
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Repaint();
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}
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catch (Exception e)
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{
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m_StartConnectionError = e.Message;
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throw;
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}
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});
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}
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if (Application.isPlaying && !string.IsNullOrEmpty(m_StartConnectionError))
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{
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EditorGUILayout.HelpBox(m_StartConnectionError, MessageType.Error);
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}
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#endif
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}
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private void ShowStartConnectionButtons_Standard(string buttonDisabledReasonSuffix)
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{
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if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartHost();
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}
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if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartServer();
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}
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if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartClient();
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}
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}
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private void DrawDisconnectButton()
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{
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string instanceType = string.Empty;
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if (m_NetworkManager.IsHost)
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{
|
|
instanceType = "Host";
|
|
}
|
|
else if (m_NetworkManager.IsServer)
|
|
{
|
|
instanceType = "Server";
|
|
}
|
|
else if (m_NetworkManager.IsClient)
|
|
{
|
|
instanceType = "Client";
|
|
}
|
|
|
|
EditorGUILayout.HelpBox($"You cannot edit the NetworkConfig when a {instanceType} is running.", MessageType.Info);
|
|
|
|
#if RELAY_INTEGRATION_AVAILABLE
|
|
if (!string.IsNullOrEmpty(m_JoinCode) && !string.IsNullOrEmpty(m_Region))
|
|
{
|
|
var style = new GUIStyle(EditorStyles.helpBox)
|
|
{
|
|
fontSize = 10,
|
|
alignment = TextAnchor.MiddleCenter,
|
|
};
|
|
|
|
GUILayout.BeginHorizontal(style, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
|
|
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(k_InfoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
|
|
GUILayout.Space(25f);
|
|
GUILayout.BeginVertical();
|
|
GUILayout.Space(4f);
|
|
GUILayout.Label($"Connected via relay ({m_Region}).\nJoin code: {m_JoinCode}", EditorStyles.miniLabel, GUILayout.ExpandHeight(true));
|
|
|
|
if (GUILayout.Button("Copy code", GUILayout.ExpandHeight(true)))
|
|
{
|
|
GUIUtility.systemCopyBuffer = m_JoinCode;
|
|
}
|
|
|
|
GUILayout.Space(4f);
|
|
GUILayout.EndVertical();
|
|
GUILayout.Space(2f);
|
|
GUILayout.EndHorizontal();
|
|
}
|
|
#endif
|
|
|
|
if (GUILayout.Button(new GUIContent($"Stop {instanceType}", $"Stops the {instanceType} instance.")))
|
|
{
|
|
#if RELAY_INTEGRATION_AVAILABLE
|
|
m_JoinCode = "";
|
|
#endif
|
|
m_NetworkManager.Shutdown();
|
|
}
|
|
}
|
|
|
|
private const string k_InfoIconName = "console.infoicon";
|
|
private static void DrawInstallMultiplayerToolsTip()
|
|
{
|
|
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
|
|
const string openDocsButtonText = "Open Docs";
|
|
const string dismissButtonText = "Dismiss";
|
|
const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
|
|
|
|
|
|
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (s_CenteredWordWrappedLabelStyle == null)
|
|
{
|
|
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label)
|
|
{
|
|
wordWrap = true,
|
|
alignment = TextAnchor.MiddleLeft
|
|
};
|
|
}
|
|
|
|
if (s_HelpBoxStyle == null)
|
|
{
|
|
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox)
|
|
{
|
|
padding = new RectOffset(10, 10, 10, 10)
|
|
};
|
|
}
|
|
|
|
var openDocsButtonStyle = GUI.skin.button;
|
|
var dismissButtonStyle = EditorStyles.linkLabel;
|
|
|
|
GUILayout.BeginHorizontal();
|
|
GUILayout.FlexibleSpace();
|
|
GUILayout.BeginHorizontal(s_HelpBoxStyle, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
|
|
{
|
|
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(k_InfoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
|
|
GUILayout.Space(4);
|
|
GUILayout.Label(getToolsText, s_CenteredWordWrappedLabelStyle, GUILayout.ExpandHeight(true));
|
|
|
|
GUILayout.Space(4);
|
|
|
|
GUILayout.BeginVertical();
|
|
GUILayout.FlexibleSpace();
|
|
if (GUILayout.Button(openDocsButtonText, openDocsButtonStyle, GUILayout.Width(90), GUILayout.Height(30)))
|
|
{
|
|
Application.OpenURL(targetUrl);
|
|
}
|
|
GUILayout.FlexibleSpace();
|
|
GUILayout.EndVertical();
|
|
|
|
GUILayout.Space(4);
|
|
|
|
GUILayout.BeginVertical();
|
|
GUILayout.FlexibleSpace();
|
|
if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false)))
|
|
{
|
|
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(1);
|
|
}
|
|
EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);
|
|
GUILayout.FlexibleSpace();
|
|
GUILayout.EndVertical();
|
|
}
|
|
GUILayout.EndHorizontal();
|
|
GUILayout.FlexibleSpace();
|
|
GUILayout.EndHorizontal();
|
|
|
|
GUILayout.Space(10);
|
|
}
|
|
|
|
private void DrawPrefabListField()
|
|
{
|
|
if (!m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
|
{
|
|
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
|
|
{
|
|
EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
|
|
}
|
|
|
|
EditorGUILayout.PropertyField(m_PrefabsList);
|
|
return;
|
|
}
|
|
|
|
// Old format of prefab list
|
|
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
|
|
if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
|
|
{
|
|
// Default directory
|
|
var directory = "Assets/";
|
|
var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
|
|
if (assetPath == "")
|
|
{
|
|
assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
|
|
}
|
|
|
|
if (assetPath != "")
|
|
{
|
|
directory = Path.GetDirectoryName(assetPath);
|
|
}
|
|
else
|
|
{
|
|
|
|
#if UNITY_2021_1_OR_NEWER
|
|
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
|
#else
|
|
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
|
#endif
|
|
if (prefabStage != null)
|
|
{
|
|
var prefabPath = prefabStage.assetPath;
|
|
if (!string.IsNullOrEmpty(prefabPath))
|
|
{
|
|
directory = Path.GetDirectoryName(prefabPath);
|
|
}
|
|
}
|
|
|
|
if (m_NetworkManager.gameObject.scene != null)
|
|
{
|
|
var scenePath = m_NetworkManager.gameObject.scene.path;
|
|
if (!string.IsNullOrEmpty(scenePath))
|
|
{
|
|
directory = Path.GetDirectoryName(scenePath);
|
|
}
|
|
}
|
|
}
|
|
|
|
var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
|
|
string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
|
|
Debug.Log("Saving migrated Network Prefabs List to " + path);
|
|
AssetDatabase.CreateAsset(networkPrefabs, path);
|
|
EditorUtility.SetDirty(m_NetworkManager);
|
|
}
|
|
}
|
|
}
|
|
}
|