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). ## [1.2.0] - 2022-11-21 ### Added - Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290) - Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280) ### Changed - Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310) - When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276) ### Fixed - Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298) - Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296) - Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292) - Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281) - Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277) - Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265) ### Removed - Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
334 lines
15 KiB
C#
334 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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using UnityEditor;
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using Unity.Netcode.Editor.Configuration;
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namespace Unity.Netcode.Editor
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{
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/// <summary>
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/// The <see cref="CustomEditor"/> for <see cref="NetworkBehaviour"/>
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/// </summary>
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[CustomEditor(typeof(NetworkBehaviour), true)]
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[CanEditMultipleObjects]
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public class NetworkBehaviourEditor : UnityEditor.Editor
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{
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private bool m_Initialized;
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private readonly List<string> m_NetworkVariableNames = new List<string>();
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private readonly Dictionary<string, FieldInfo> m_NetworkVariableFields = new Dictionary<string, FieldInfo>();
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private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>();
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private GUIContent m_NetworkVariableLabelGuiContent;
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private void Init(MonoScript script)
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{
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m_Initialized = true;
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m_NetworkVariableNames.Clear();
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m_NetworkVariableFields.Clear();
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m_NetworkVariableObjects.Clear();
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m_NetworkVariableLabelGuiContent = new GUIContent("NetworkVariable", "This variable is a NetworkVariable. It can not be serialized and can only be changed during runtime.");
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var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
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for (int i = 0; i < fields.Length; i++)
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{
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var ft = fields[i].FieldType;
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if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
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{
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m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
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m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
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}
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}
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}
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private void RenderNetworkVariable(int index)
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{
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if (!m_NetworkVariableFields.ContainsKey(m_NetworkVariableNames[index]))
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{
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serializedObject.Update();
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var scriptProperty = serializedObject.FindProperty("m_Script");
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if (scriptProperty == null)
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{
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return;
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}
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var targetScript = scriptProperty.objectReferenceValue as MonoScript;
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Init(targetScript);
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}
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object value = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
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if (value == null)
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{
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var fieldType = m_NetworkVariableFields[m_NetworkVariableNames[index]].FieldType;
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var networkVariable = (NetworkVariableBase)Activator.CreateInstance(fieldType, true);
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m_NetworkVariableFields[m_NetworkVariableNames[index]].SetValue(target, networkVariable);
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}
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var type = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target).GetType();
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var genericType = type.GetGenericArguments()[0];
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EditorGUILayout.BeginHorizontal();
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if (genericType.IsValueType)
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{
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var method = typeof(NetworkBehaviourEditor).GetMethod("RenderNetworkVariableValueType", BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
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var genericMethod = method.MakeGenericMethod(genericType);
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genericMethod.Invoke(this, new[] { (object)index });
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}
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else
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{
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EditorGUILayout.LabelField("Type not renderable");
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}
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GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
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EditorGUILayout.EndHorizontal();
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}
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private void RenderNetworkVariableValueType<T>(int index) where T : unmanaged
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{
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var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
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var type = typeof(T);
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object val = networkVariable.Value;
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string name = m_NetworkVariableNames[index];
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var behaviour = (NetworkBehaviour)target;
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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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if (behaviour.IsBehaviourEditable())
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{
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if (type == typeof(int))
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{
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val = EditorGUILayout.IntField(name, (int)val);
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}
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else if (type == typeof(uint))
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{
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val = (uint)EditorGUILayout.LongField(name, (long)((uint)val));
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}
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else if (type == typeof(short))
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{
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val = (short)EditorGUILayout.IntField(name, (int)((short)val));
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}
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else if (type == typeof(ushort))
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{
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val = (ushort)EditorGUILayout.IntField(name, (int)((ushort)val));
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}
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else if (type == typeof(sbyte))
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{
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val = (sbyte)EditorGUILayout.IntField(name, (int)((sbyte)val));
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}
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else if (type == typeof(byte))
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{
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val = (byte)EditorGUILayout.IntField(name, (int)((byte)val));
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}
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else if (type == typeof(long))
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{
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val = EditorGUILayout.LongField(name, (long)val);
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}
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else if (type == typeof(ulong))
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{
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val = (ulong)EditorGUILayout.LongField(name, (long)((ulong)val));
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}
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else if (type == typeof(bool))
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{
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val = EditorGUILayout.Toggle(name, (bool)val);
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}
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else if (type == typeof(string))
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{
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val = EditorGUILayout.TextField(name, (string)val);
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}
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else if (type.IsEnum)
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{
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val = EditorGUILayout.EnumPopup(name, (Enum)val);
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}
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else
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{
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EditorGUILayout.LabelField("Type not renderable");
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}
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networkVariable.Value = (T)val;
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}
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else
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{
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EditorGUILayout.LabelField(name, EditorStyles.wordWrappedLabel);
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EditorGUILayout.SelectableLabel(val.ToString(), EditorStyles.wordWrappedLabel);
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}
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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if (!m_Initialized)
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{
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serializedObject.Update();
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var scriptProperty = serializedObject.FindProperty("m_Script");
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if (scriptProperty == null)
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{
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return;
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}
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var targetScript = scriptProperty.objectReferenceValue as MonoScript;
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Init(targetScript);
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}
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EditorGUI.BeginChangeCheck();
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serializedObject.Update();
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for (int i = 0; i < m_NetworkVariableNames.Count; i++)
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{
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RenderNetworkVariable(i);
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}
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var property = serializedObject.GetIterator();
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bool expanded = true;
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while (property.NextVisible(expanded))
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{
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if (m_NetworkVariableNames.Contains(property.name))
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{
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// Skip rendering of NetworkVars, they have special rendering
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continue;
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}
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if (property.propertyType == SerializedPropertyType.ObjectReference)
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{
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if (property.name == "m_Script")
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{
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EditorGUI.BeginDisabledGroup(true);
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}
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EditorGUILayout.PropertyField(property, true);
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if (property.name == "m_Script")
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{
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EditorGUI.EndDisabledGroup();
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}
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}
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else
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PropertyField(property, true);
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EditorGUILayout.EndHorizontal();
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}
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expanded = false;
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}
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serializedObject.ApplyModifiedProperties();
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EditorGUI.EndChangeCheck();
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}
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/// <summary>
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/// Invoked once when a NetworkBehaviour component is
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/// displayed in the inspector view.
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/// </summary>
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private void OnEnable()
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{
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// This can be null and throw an exception when running test runner in the editor
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if (target == null)
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{
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return;
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}
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// When we first add a NetworkBehaviour this editor will be enabled
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// so we go ahead and check for an already existing NetworkObject here
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CheckForNetworkObject((target as NetworkBehaviour).gameObject);
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}
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/// <summary>
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/// Recursively finds the root parent of a <see cref="Transform"/>
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/// </summary>
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/// <param name="transform">The current <see cref="Transform"/> we are inspecting for a parent</param>
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/// <returns>the root parent for the first <see cref="Transform"/> passed into the method</returns>
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public static Transform GetRootParentTransform(Transform transform)
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{
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if (transform.parent == null || transform.parent == transform)
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{
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return transform;
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}
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return GetRootParentTransform(transform.parent);
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}
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/// <summary>
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/// Used to determine if a GameObject has one or more NetworkBehaviours but
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/// does not already have a NetworkObject component. If not it will notify
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/// the user that NetworkBehaviours require a NetworkObject.
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject"/> to start checking for a <see cref="NetworkObject"/></param>
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/// <param name="networkObjectRemoved">used internally</param>
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public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
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{
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// If there are no NetworkBehaviours or no gameObject, then exit early
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if (gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
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{
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return;
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}
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// Now get the root parent transform to the current GameObject (or itself)
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var rootTransform = GetRootParentTransform(gameObject.transform);
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if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))
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{
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networkManager = rootTransform.GetComponentInChildren<NetworkManager>();
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}
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// If there is a NetworkManager, then notify the user that a NetworkManager cannot have NetworkBehaviour components
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if (networkManager != null)
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{
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var networkBehaviours = networkManager.gameObject.GetComponents<NetworkBehaviour>();
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var networkBehavioursChildren = networkManager.gameObject.GetComponentsInChildren<NetworkBehaviour>();
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if (networkBehaviours.Length > 0 || networkBehavioursChildren.Length > 0)
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{
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if (EditorUtility.DisplayDialog("NetworkBehaviour or NetworkManager Cannot Be Added", $"{nameof(NetworkManager)}s cannot have {nameof(NetworkBehaviour)} components added to the root parent or any of its children." +
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$" Would you like to remove the NetworkManager or NetworkBehaviour?", "NetworkManager", "NetworkBehaviour"))
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{
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DestroyImmediate(networkManager);
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}
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else
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{
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foreach (var networkBehaviour in networkBehaviours)
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{
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DestroyImmediate(networkBehaviour);
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}
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foreach (var networkBehaviour in networkBehaviours)
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{
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DestroyImmediate(networkBehaviour);
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}
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}
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return;
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}
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}
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// Otherwise, check to see if there is any NetworkObject from the root GameObject down to all children.
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// If not, notify the user that NetworkBehaviours require that the relative GameObject has a NetworkObject component.
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if (!rootTransform.TryGetComponent<NetworkObject>(out var networkObject))
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{
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networkObject = rootTransform.GetComponentInChildren<NetworkObject>();
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if (networkObject == null)
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{
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// If we are removing a NetworkObject but there is still one or more NetworkBehaviour components
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// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement
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// then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
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// again.
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if (networkObjectRemoved && NetcodeForGameObjectsSettings.GetAutoAddNetworkObjectSetting())
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{
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Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
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Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
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}
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// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it
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if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}",
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$"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)",
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DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsSettings.AutoAddNetworkObjectIfNoneExists))
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{
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gameObject.AddComponent<NetworkObject>();
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var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene);
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UnityEditor.SceneManagement.EditorSceneManager.SaveScene(activeScene);
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}
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}
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}
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}
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}
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}
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