This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Editor/CodeGen/RuntimeAccessModifiersILPP.cs
Unity Technologies 0f7a30d285 com.unity.netcode.gameobjects@1.0.0-pre.10
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).

## [1.0.0-pre.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
2022-06-21 00:00:00 +00:00

134 lines
4.8 KiB
C#

using System.Collections.Generic;
using System.IO;
using Mono.Cecil;
using Mono.Cecil.Cil;
using Unity.CompilationPipeline.Common.Diagnostics;
using Unity.CompilationPipeline.Common.ILPostProcessing;
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
namespace Unity.Netcode.Editor.CodeGen
{
internal sealed class RuntimeAccessModifiersILPP : ILPPInterface
{
public override ILPPInterface GetInstance() => this;
public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName;
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
public override ILPostProcessResult Process(ICompiledAssembly compiledAssembly)
{
if (!WillProcess(compiledAssembly))
{
return null;
}
m_Diagnostics.Clear();
// read
var assemblyDefinition = CodeGenHelpers.AssemblyDefinitionFor(compiledAssembly, out var unused);
if (assemblyDefinition == null)
{
m_Diagnostics.AddError($"Cannot read Netcode Runtime assembly definition: {compiledAssembly.Name}");
return null;
}
// process
var mainModule = assemblyDefinition.MainModule;
if (mainModule != null)
{
foreach (var typeDefinition in mainModule.Types)
{
if (!typeDefinition.IsClass)
{
continue;
}
switch (typeDefinition.Name)
{
case nameof(NetworkManager):
ProcessNetworkManager(typeDefinition, compiledAssembly.Defines);
break;
case nameof(NetworkBehaviour):
ProcessNetworkBehaviour(typeDefinition);
break;
case nameof(__RpcParams):
typeDefinition.IsPublic = true;
break;
}
}
}
else
{
m_Diagnostics.AddError($"Cannot get main module from Netcode Runtime assembly definition: {compiledAssembly.Name}");
}
// write
var pe = new MemoryStream();
var pdb = new MemoryStream();
var writerParameters = new WriterParameters
{
SymbolWriterProvider = new PortablePdbWriterProvider(),
SymbolStream = pdb,
WriteSymbols = true
};
assemblyDefinition.Write(pe, writerParameters);
return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics);
}
private void ProcessNetworkManager(TypeDefinition typeDefinition, string[] assemblyDefines)
{
foreach (var fieldDefinition in typeDefinition.Fields)
{
if (fieldDefinition.Name == nameof(NetworkManager.__rpc_func_table))
{
fieldDefinition.IsPublic = true;
}
if (fieldDefinition.Name == nameof(NetworkManager.RpcReceiveHandler))
{
fieldDefinition.IsPublic = true;
}
if (fieldDefinition.Name == nameof(NetworkManager.__rpc_name_table))
{
fieldDefinition.IsPublic = true;
}
}
}
private void ProcessNetworkBehaviour(TypeDefinition typeDefinition)
{
foreach (var nestedType in typeDefinition.NestedTypes)
{
if (nestedType.Name == nameof(NetworkBehaviour.__RpcExecStage))
{
nestedType.IsNestedFamily = true;
}
}
foreach (var fieldDefinition in typeDefinition.Fields)
{
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage))
{
fieldDefinition.IsFamily = true;
}
}
foreach (var methodDefinition in typeDefinition.Methods)
{
if (methodDefinition.Name == nameof(NetworkBehaviour.__beginSendServerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendServerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc))
{
methodDefinition.IsFamily = true;
}
}
}
}
}