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)
238 lines
12 KiB
C#
238 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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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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/// This particular struct is a little weird because it doesn't actually contain the data
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/// it's serializing. Instead, it contains references to the data it needs to do the
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/// serialization. This is due to the generally amorphous nature of network variable
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/// deltas, since they're all driven by custom virtual method overloads.
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/// </summary>
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internal struct NetworkVariableDeltaMessage : INetworkMessage
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{
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public int Version => 0;
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public ulong NetworkObjectId;
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public ushort NetworkBehaviourIndex;
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public HashSet<int> DeliveryMappedNetworkVariableIndex;
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public ulong TargetClientId;
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public NetworkBehaviour NetworkBehaviour;
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private FastBufferReader m_ReceivedNetworkVariableData;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
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{
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throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
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}
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BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
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BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
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for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
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{
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if (!DeliveryMappedNetworkVariableIndex.Contains(i))
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{
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// This var does not belong to the currently iterating delivery group.
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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BytePacker.WriteValueBitPacked(writer, (ushort)0);
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}
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else
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{
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writer.WriteValueSafe(false);
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}
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continue;
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}
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var startingSize = writer.Length;
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var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
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var shouldWrite = networkVariable.IsDirty() &&
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networkVariable.CanClientRead(TargetClientId) &&
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(NetworkBehaviour.NetworkManager.IsServer || networkVariable.CanClientWrite(NetworkBehaviour.NetworkManager.LocalClientId));
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// Prevent the server from writing to the client that owns a given NetworkVariable
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// Allowing the write would send an old value to the client and cause jitter
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if (networkVariable.WritePerm == NetworkVariableWritePermission.Owner &&
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networkVariable.OwnerClientId() == TargetClientId)
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{
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shouldWrite = false;
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}
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (!shouldWrite)
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{
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BytePacker.WriteValueBitPacked(writer, (ushort)0);
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}
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}
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else
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{
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writer.WriteValueSafe(shouldWrite);
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}
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if (shouldWrite)
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{
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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var tempWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
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NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
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BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
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if (!writer.TryBeginWrite(tempWriter.Length))
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{
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throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
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}
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tempWriter.CopyTo(writer);
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}
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else
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{
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networkVariable.WriteDelta(writer);
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}
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if (!NetworkBehaviour.NetworkVariableIndexesToResetSet.Contains(i))
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{
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NetworkBehaviour.NetworkVariableIndexesToResetSet.Add(i);
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NetworkBehaviour.NetworkVariableIndexesToReset.Add(i);
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}
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NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
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TargetClientId,
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NetworkBehaviour.NetworkObject,
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networkVariable.Name,
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NetworkBehaviour.__getTypeName(),
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writer.Length - startingSize);
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}
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}
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
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ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourIndex);
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m_ReceivedNetworkVariableData = reader;
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
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{
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var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
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if (networkBehaviour == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Network variable delta message received for a non-existent behaviour. {nameof(NetworkObjectId)}: {NetworkObjectId}, {nameof(NetworkBehaviourIndex)}: {NetworkBehaviourIndex}");
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}
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}
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else
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{
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for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
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{
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int varSize = 0;
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out 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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}
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else
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{
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m_ReceivedNetworkVariableData.ReadValueSafe(out bool deltaExists);
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if (!deltaExists)
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{
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continue;
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}
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}
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var networkVariable = networkBehaviour.NetworkVariableFields[i];
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if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId))
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{
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// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogWarning($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
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}
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m_ReceivedNetworkVariableData.Seek(m_ReceivedNetworkVariableData.Position + varSize);
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continue;
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}
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//This client wrote somewhere they are not allowed. This is critical
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//We can't just skip this field. Because we don't actually know how to dummy read
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//That is, we don't know how many bytes to skip. Because the interface doesn't have a
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//Read that gives us the value. Only a Read that applies the value straight away
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//A dummy read COULD be added to the interface for this situation, but it's just being too nice.
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//This is after all a developer fault. A critical error should be fine.
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// - TwoTen
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
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}
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return;
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}
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int readStartPos = m_ReceivedNetworkVariableData.Position;
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networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
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networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
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context.SenderId,
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networkObject,
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networkVariable.Name,
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networkBehaviour.__getTypeName(),
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context.MessageSize);
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Var delta read too far. {m_ReceivedNetworkVariableData.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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}
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m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
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}
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else if (m_ReceivedNetworkVariableData.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 delta read too little. {readStartPos + varSize - m_ReceivedNetworkVariableData.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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}
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m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
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}
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}
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}
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}
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}
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else
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
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}
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}
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}
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}
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