This repository has been archived on 2025-04-22.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/Runtime/Core/NetworkBehaviourUpdater.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

150 lines
6.6 KiB
C#

using System.Collections.Generic;
using Unity.Profiling;
namespace Unity.Netcode
{
/// <summary>
/// An helper class that helps NetworkManager update NetworkBehaviours and replicate them down to connected clients.
/// </summary>
public class NetworkBehaviourUpdater
{
private NetworkManager m_NetworkManager;
private NetworkConnectionManager m_ConnectionManager;
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
private HashSet<NetworkObject> m_PendingDirtyNetworkObjects = new HashSet<NetworkObject>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
#endif
internal void AddForUpdate(NetworkObject networkObject)
{
// Since this is a HashSet, we don't need to worry about duplicate entries
m_PendingDirtyNetworkObjects.Add(networkObject);
}
/// <summary>
/// Sends NetworkVariable deltas
/// </summary>
/// <param name="forceSend">internal only, when changing ownership we want to send this before the change in ownership message</param>
internal void NetworkBehaviourUpdate(bool forceSend = false)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
m_NetworkBehaviourUpdate.Begin();
#endif
try
{
m_DirtyNetworkObjects.UnionWith(m_PendingDirtyNetworkObjects);
m_PendingDirtyNetworkObjects.Clear();
// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point
// trying to process them, even if they were previously marked as dirty.
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
if (m_ConnectionManager.LocalClient.IsServer)
{
foreach (var dirtyObj in m_DirtyNetworkObjects)
{
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
{
dirtyObj.ChildNetworkBehaviours[k].PreVariableUpdate();
}
for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
{
var client = m_ConnectionManager.ConnectedClientsList[i];
if (m_NetworkManager.DistributedAuthorityMode || dirtyObj.IsNetworkVisibleTo(client.ClientId))
{
// Sync just the variables for just the objects this client sees
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
{
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId, forceSend);
}
}
}
}
}
else
{
// when client updates the server, it tells it about all its objects
foreach (var sobj in m_DirtyNetworkObjects)
{
if (sobj.IsOwner)
{
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
{
sobj.ChildNetworkBehaviours[k].PreVariableUpdate();
}
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
{
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId, forceSend);
}
}
}
}
foreach (var dirtyObj in m_DirtyNetworkObjects)
{
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
{
var behaviour = dirtyObj.ChildNetworkBehaviours[k];
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
{
// Set to true for NetworkVariable to ignore duplication of the
// "internal original value" for collections support.
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = true;
if (behaviour.NetworkVariableFields[i].IsDirty() &&
!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
{
behaviour.NetworkVariableIndexesToResetSet.Add(i);
behaviour.NetworkVariableIndexesToReset.Add(i);
}
// Reset back to false when done
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = false;
}
}
}
// Now, reset all the no-longer-dirty variables
foreach (var dirtyobj in m_DirtyNetworkObjects)
{
dirtyobj.PostNetworkVariableWrite(forceSend);
// Once done processing, we set the previous owner id to the current owner id
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
}
m_DirtyNetworkObjects.Clear();
}
finally
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
m_NetworkBehaviourUpdate.End();
#endif
}
}
internal void Initialize(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
m_ConnectionManager = networkManager.ConnectionManager;
m_NetworkManager.NetworkTickSystem.Tick += NetworkBehaviourUpdater_Tick;
}
internal void Shutdown()
{
m_NetworkManager.NetworkTickSystem.Tick -= NetworkBehaviourUpdater_Tick;
}
// Order of operations requires NetworkVariable updates first then showing NetworkObjects
private void NetworkBehaviourUpdater_Tick()
{
// First update NetworkVariables
NetworkBehaviourUpdate();
// Then show any NetworkObjects queued to be made visible/shown
m_NetworkManager.SpawnManager.HandleNetworkObjectShow();
// Handle object redistribution (DA + disabled scene management only)
m_NetworkManager.HandleRedistributionToClients();
}
}
}