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). ## [1.0.1] - 2022-08-23 ### Changed - Changed version to 1.0.1. (#2131) - Updated dependency on `com.unity.transport` to 1.2.0. (#2129) - When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081) - Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects ### Fixed - Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130) - Fixed issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. (#2110) - Fixed interpolation issue with `NetworkTransform.Teleport`. (#2110) - Fixed issue where the authoritative side was interpolating its transform. (#2110) - Fixed Owner-written NetworkVariable infinitely write themselves (#2109) - Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099) - Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097) - Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096) - Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091) - Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086) - Fixed `NetworkAnimator` synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084) - Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076) - Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074) - Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074) - Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067) - Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
214 lines
8.1 KiB
C#
214 lines
8.1 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using Unity.Collections.LowLevel.Unsafe;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Helper class for doing bitwise writes for a FastBufferWriter.
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/// Ensures all bitwise writes end on proper byte alignment so FastBufferWriter doesn't have to be concerned
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/// with misaligned writes.
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/// </summary>
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public ref struct BitWriter
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{
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private FastBufferWriter m_Writer;
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private unsafe byte* m_BufferPointer;
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private readonly int m_Position;
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private int m_BitPosition;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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private int m_AllowedBitwiseWriteMark;
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#endif
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private const int k_BitsPerByte = 8;
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/// <summary>
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/// Whether or not the current BitPosition is evenly divisible by 8. I.e. whether or not the BitPosition is at a byte boundary.
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/// </summary>
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public bool BitAligned
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => (m_BitPosition & 7) == 0;
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}
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private int BytePosition => m_BitPosition >> 3;
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internal unsafe BitWriter(FastBufferWriter writer)
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{
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m_Writer = writer;
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m_BufferPointer = writer.Handle->BufferPointer + writer.Handle->Position;
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m_Position = writer.Handle->Position;
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m_BitPosition = 0;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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m_AllowedBitwiseWriteMark = (m_Writer.Handle->AllowedWriteMark - m_Writer.Handle->Position) * k_BitsPerByte;
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#endif
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}
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/// <summary>
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/// Pads the written bit count to byte alignment and commits the write back to the writer
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/// </summary>
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public void Dispose()
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{
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var bytesWritten = m_BitPosition >> 3;
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if (!BitAligned)
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{
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// Accounting for the partial write
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++bytesWritten;
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}
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m_Writer.CommitBitwiseWrites(bytesWritten);
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}
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/// <summary>
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/// Allows faster serialization by batching bounds checking.
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/// When you know you will be writing multiple fields back-to-back and you know the total size,
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/// you can call TryBeginWriteBits() once on the total size, and then follow it with calls to
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/// WriteBit() or WriteBits().
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///
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/// Bitwise write operations will throw OverflowException in editor and development builds if you
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/// go past the point you've marked using TryBeginWriteBits(). In release builds, OverflowException will not be thrown
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/// for performance reasons, since the point of using TryBeginWrite is to avoid bounds checking in the following
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/// operations in release builds. Instead, attempting to write past the marked position in release builds
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/// will write to random memory and cause undefined behavior, likely including instability and crashes.
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/// </summary>
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/// <param name="bitCount">Number of bits you want to write, in total</param>
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/// <returns>True if you can write, false if that would exceed buffer bounds</returns>
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public unsafe bool TryBeginWriteBits(int bitCount)
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{
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var newBitPosition = m_BitPosition + bitCount;
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var totalBytesWrittenInBitwiseContext = newBitPosition >> 3;
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if ((newBitPosition & 7) != 0)
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{
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// Accounting for the partial write
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++totalBytesWrittenInBitwiseContext;
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}
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if (m_Position + totalBytesWrittenInBitwiseContext > m_Writer.Handle->Capacity)
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{
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if (m_Position + totalBytesWrittenInBitwiseContext > m_Writer.Handle->MaxCapacity)
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{
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return false;
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}
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if (m_Writer.Handle->Capacity < m_Writer.Handle->MaxCapacity)
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{
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m_Writer.Grow(totalBytesWrittenInBitwiseContext);
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m_BufferPointer = m_Writer.Handle->BufferPointer + m_Writer.Handle->Position;
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}
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else
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{
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return false;
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}
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}
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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m_AllowedBitwiseWriteMark = newBitPosition;
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#endif
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return true;
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}
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/// <summary>
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/// Write s certain amount of bits to the stream.
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/// </summary>
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/// <param name="value">Value to get bits from.</param>
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/// <param name="bitCount">Amount of bits to write</param>
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public unsafe void WriteBits(ulong value, uint bitCount)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (bitCount > 64)
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{
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throw new ArgumentOutOfRangeException(nameof(bitCount), "Cannot write more than 64 bits from a 64-bit value!");
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}
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int checkPos = (int)(m_BitPosition + bitCount);
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if (checkPos > m_AllowedBitwiseWriteMark)
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{
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throw new OverflowException($"Attempted to write without first calling {nameof(TryBeginWriteBits)}()");
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}
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#endif
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int wholeBytes = (int)bitCount / k_BitsPerByte;
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byte* asBytes = (byte*)&value;
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if (BitAligned)
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{
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if (wholeBytes != 0)
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{
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WritePartialValue(value, wholeBytes);
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}
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}
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else
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{
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for (var i = 0; i < wholeBytes; ++i)
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{
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WriteMisaligned(asBytes[i]);
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}
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}
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for (var count = wholeBytes * k_BitsPerByte; count < bitCount; ++count)
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{
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WriteBit((value & (1UL << count)) != 0);
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}
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}
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/// <summary>
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/// Write bits to stream.
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/// </summary>
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/// <param name="value">Value to get bits from.</param>
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/// <param name="bitCount">Amount of bits to write.</param>
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public void WriteBits(byte value, uint bitCount)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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int checkPos = (int)(m_BitPosition + bitCount);
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if (checkPos > m_AllowedBitwiseWriteMark)
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{
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throw new OverflowException($"Attempted to write without first calling {nameof(TryBeginWriteBits)}()");
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}
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#endif
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for (int i = 0; i < bitCount; ++i)
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{
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WriteBit(((value >> i) & 1) != 0);
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}
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}
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/// <summary>
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/// Write a single bit to the buffer
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/// </summary>
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/// <param name="bit">Value of the bit. True represents 1, False represents 0</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void WriteBit(bool bit)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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int checkPos = (m_BitPosition + 1);
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if (checkPos > m_AllowedBitwiseWriteMark)
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{
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throw new OverflowException($"Attempted to write without first calling {nameof(TryBeginWriteBits)}()");
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}
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#endif
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int offset = m_BitPosition & 7;
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int pos = BytePosition;
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++m_BitPosition;
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m_BufferPointer[pos] = (byte)(bit ? (m_BufferPointer[pos] & ~(1 << offset)) | (1 << offset) : (m_BufferPointer[pos] & ~(1 << offset)));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private unsafe void WritePartialValue<T>(T value, int bytesToWrite, int offsetBytes = 0) where T : unmanaged
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{
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byte* ptr = ((byte*)&value) + offsetBytes;
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byte* bufferPointer = m_BufferPointer + BytePosition;
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UnsafeUtility.MemCpy(bufferPointer, ptr, bytesToWrite);
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m_BitPosition += bytesToWrite * k_BitsPerByte;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private unsafe void WriteMisaligned(byte value)
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{
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int off = m_BitPosition & 7;
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int pos = m_BitPosition >> 3;
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int shift1 = 8 - off;
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m_BufferPointer[pos + 1] = (byte)((m_BufferPointer[pos + 1] & (0xFF << off)) | (value >> shift1));
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m_BufferPointer[pos] = (byte)((m_BufferPointer[pos] & (0xFF >> shift1)) | (value << off));
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m_BitPosition += 8;
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}
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}
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}
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