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)
194 lines
8.9 KiB
C#
194 lines
8.9 KiB
C#
using Unity.Netcode.Components;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// NetworkTransform State Update Message
|
|
/// </summary>
|
|
internal struct NetworkTransformMessage : INetworkMessage
|
|
{
|
|
public int Version => 0;
|
|
private const string k_Name = "NetworkTransformMessage";
|
|
|
|
internal NetworkTransform NetworkTransform;
|
|
|
|
// Only used for DAHost
|
|
internal NetworkTransform.NetworkTransformState State;
|
|
private FastBufferReader m_CurrentReader;
|
|
|
|
internal int BytesWritten;
|
|
|
|
private unsafe void CopyPayload(ref FastBufferWriter writer)
|
|
{
|
|
writer.WriteBytesSafe(m_CurrentReader.GetUnsafePtrAtCurrentPosition(), m_CurrentReader.Length - m_CurrentReader.Position);
|
|
}
|
|
|
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
|
{
|
|
if (m_CurrentReader.IsInitialized)
|
|
{
|
|
CopyPayload(ref writer);
|
|
}
|
|
else
|
|
{
|
|
BytesWritten = NetworkTransform.SerializeMessage(writer, targetVersion);
|
|
}
|
|
}
|
|
|
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
|
{
|
|
var networkManager = context.SystemOwner as NetworkManager;
|
|
if (networkManager == null)
|
|
{
|
|
Debug.LogError($"[{nameof(NetworkTransformMessage)}] System owner context was not of type {nameof(NetworkManager)}!");
|
|
return false;
|
|
}
|
|
var currentPosition = reader.Position;
|
|
var networkObjectId = (ulong)0;
|
|
var networkBehaviourId = 0;
|
|
|
|
ByteUnpacker.ReadValueBitPacked(reader, out networkObjectId);
|
|
var isSpawnedLocally = networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId);
|
|
|
|
// Only defer if the NetworkObject is not spawned yet and the local NetworkManager is not running as a DAHost.
|
|
if (!isSpawnedLocally && !networkManager.DAHost)
|
|
{
|
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, networkObjectId, reader, ref context, k_Name);
|
|
return false;
|
|
}
|
|
|
|
// While the below check and assignment might seem out of place, this is specific to running in DAHost mode when a NetworkObject is
|
|
// hidden from the DAHost but is visible to other clients. Since the DAHost needs to forward updates to the clients, we ignore processing
|
|
// this message locally
|
|
var networkObject = (NetworkObject)null;
|
|
var isServerAuthoritative = false;
|
|
var ownerAuthoritativeServerSide = false;
|
|
|
|
// Get the behaviour index
|
|
ByteUnpacker.ReadValueBitPacked(reader, out networkBehaviourId);
|
|
|
|
if (isSpawnedLocally)
|
|
{
|
|
networkObject = networkManager.SpawnManager.SpawnedObjects[networkObjectId];
|
|
// Get the target NetworkTransform
|
|
NetworkTransform = networkObject.ChildNetworkBehaviours[networkBehaviourId] as NetworkTransform;
|
|
isServerAuthoritative = NetworkTransform.IsServerAuthoritative();
|
|
ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer;
|
|
|
|
reader.ReadNetworkSerializableInPlace(ref NetworkTransform.InboundState);
|
|
NetworkTransform.InboundState.LastSerializedSize = reader.Position - currentPosition;
|
|
}
|
|
else
|
|
{
|
|
// Deserialize the state
|
|
reader.ReadNetworkSerializableInPlace(ref State);
|
|
}
|
|
|
|
unsafe
|
|
{
|
|
if (ownerAuthoritativeServerSide)
|
|
{
|
|
var targetCount = 1;
|
|
|
|
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
|
{
|
|
ByteUnpacker.ReadValueBitPacked(reader, out targetCount);
|
|
}
|
|
|
|
var targetIds = stackalloc ulong[targetCount];
|
|
|
|
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
|
{
|
|
var targetId = (ulong)0;
|
|
for (int i = 0; i < targetCount; i++)
|
|
{
|
|
ByteUnpacker.ReadValueBitPacked(reader, out targetId);
|
|
targetIds[i] = targetId;
|
|
}
|
|
|
|
if (!isSpawnedLocally)
|
|
{
|
|
// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message
|
|
ownerAuthoritativeServerSide = networkManager.DAHost && !isSpawnedLocally;
|
|
}
|
|
}
|
|
|
|
var ownerClientId = (ulong)0;
|
|
|
|
if (networkObject != null)
|
|
{
|
|
ownerClientId = networkObject.OwnerClientId;
|
|
if (ownerClientId == NetworkManager.ServerClientId)
|
|
{
|
|
// Ownership must have changed, ignore any additional pending messages that might have
|
|
// come from a previous owner client.
|
|
return true;
|
|
}
|
|
}
|
|
else if (networkManager.DAHost)
|
|
{
|
|
// Specific to distributed authority mode, the only sender of state updates will be the owner
|
|
ownerClientId = context.SenderId;
|
|
}
|
|
|
|
var networkDelivery = State.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced;
|
|
|
|
// Forward the state update if there are any remote clients to foward it to
|
|
if (networkManager.ConnectionManager.ConnectedClientsList.Count > (networkManager.IsHost ? 2 : 1))
|
|
{
|
|
var clientCount = networkManager.DistributedAuthorityMode ? targetCount : networkManager.ConnectionManager.ConnectedClientsList.Count;
|
|
if (clientCount == 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// This is only to copy the existing and already serialized struct for forwarding purposes only.
|
|
// This will not include any changes made to this struct at this particular stage of processing the message.
|
|
var currentMessage = this;
|
|
// Create a new reader that replicates this message
|
|
currentMessage.m_CurrentReader = new FastBufferReader(reader, Collections.Allocator.None);
|
|
// Rewind the new reader to the beginning of the message's payload
|
|
currentMessage.m_CurrentReader.Seek(currentPosition);
|
|
// Forward the message to all connected clients that are observers of the associated NetworkObject
|
|
|
|
for (int i = 0; i < clientCount; i++)
|
|
{
|
|
var clientId = networkManager.DistributedAuthorityMode ? targetIds[i] : networkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
|
|
if (NetworkManager.ServerClientId == clientId || (!isServerAuthoritative && clientId == ownerClientId) ||
|
|
(!networkManager.DistributedAuthorityMode && !networkObject.Observers.Contains(clientId)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
networkManager.MessageManager.SendMessage(ref currentMessage, networkDelivery, clientId);
|
|
}
|
|
// Dispose of the reader used for forwarding
|
|
currentMessage.m_CurrentReader.Dispose();
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public void Handle(ref NetworkContext context)
|
|
{
|
|
var networkManager = context.SystemOwner as NetworkManager;
|
|
// Only if the local NetworkManager instance is running as the DAHost we just exit if there is no local
|
|
// NetworkTransform component to apply the state update to (i.e. it is hidden from the DAHost and it
|
|
// just forwarded the state update to any other connected client)
|
|
if (networkManager.DAHost && NetworkTransform == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (NetworkTransform == null)
|
|
{
|
|
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Dropped] Reciever {nameof(NetworkTransform)} was not set!");
|
|
return;
|
|
}
|
|
NetworkTransform.TransformStateUpdate(context.SenderId);
|
|
}
|
|
}
|
|
}
|