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com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs
Unity Technologies 36d07fad5e com.unity.netcode.gameobjects@1.0.0-pre.4
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).

## [1.0.0-pre.4] - 2021-01-04

### Added

- Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565)

### Removed

- Removed `com.unity.modules.ai` package dependency (#1565)
- Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398)

### Fixed
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
- Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)

### Changed
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
- Updated com.unity.collections to 1.1.0 (#1451)
2021-01-04 00:00:00 +00:00

281 lines
12 KiB
C#

using System;
using System.Collections.Generic;
namespace Unity.Netcode
{
/// <summary>
/// The manager class to manage custom messages, note that this is different from the NetworkManager custom messages.
/// These are named and are much easier to use.
/// </summary>
public class CustomMessagingManager
{
private readonly NetworkManager m_NetworkManager;
internal CustomMessagingManager(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
}
/// <summary>
/// Delegate used for incoming unnamed messages
/// </summary>
/// <param name="clientId">The clientId that sent the message</param>
/// <param name="reader">The stream containing the message data</param>
public delegate void UnnamedMessageDelegate(ulong clientId, FastBufferReader reader);
/// <summary>
/// Event invoked when unnamed messages arrive
/// </summary>
public event UnnamedMessageDelegate OnUnnamedMessage;
internal void InvokeUnnamedMessage(ulong clientId, FastBufferReader reader, int serializedHeaderSize)
{
if (OnUnnamedMessage != null)
{
var pos = reader.Position;
var delegates = OnUnnamedMessage.GetInvocationList();
foreach (var handler in delegates)
{
reader.Seek(pos);
((UnnamedMessageDelegate)handler).Invoke(clientId, reader);
}
}
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length + serializedHeaderSize);
}
/// <summary>
/// Sends unnamed message to all clients
/// </summary>
/// <param name="messageBuffer">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessageToAll(FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
SendUnnamedMessage(m_NetworkManager.ConnectedClientsIds, messageBuffer, networkDelivery);
}
/// <summary>
/// Sends unnamed message to a list of clients
/// </summary>
/// <param name="clientIds">The clients to send to, sends to everyone if null</param>
/// <param name="messageBuffer">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (!m_NetworkManager.IsServer)
{
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
}
if (clientIds == null)
{
throw new ArgumentNullException("You must pass in a valid clientId List");
}
var message = new UnnamedMessage
{
Data = messageBuffer
};
var size = m_NetworkManager.SendMessage(message, networkDelivery, clientIds);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientIds, size);
}
}
/// <summary>
/// Sends a unnamed message to a specific client
/// </summary>
/// <param name="clientId">The client to send the message to</param>
/// <param name="messageBuffer">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
var message = new UnnamedMessage
{
Data = messageBuffer
};
var size = m_NetworkManager.SendMessage(message, networkDelivery, clientId);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageSent(clientId, size);
}
}
/// <summary>
/// Delegate used to handle named messages
/// </summary>
public delegate void HandleNamedMessageDelegate(ulong senderClientId, FastBufferReader messagePayload);
private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers32 = new Dictionary<ulong, HandleNamedMessageDelegate>();
private Dictionary<ulong, HandleNamedMessageDelegate> m_NamedMessageHandlers64 = new Dictionary<ulong, HandleNamedMessageDelegate>();
private Dictionary<ulong, string> m_MessageHandlerNameLookup32 = new Dictionary<ulong, string>();
private Dictionary<ulong, string> m_MessageHandlerNameLookup64 = new Dictionary<ulong, string>();
internal void InvokeNamedMessage(ulong hash, ulong sender, FastBufferReader reader, int serializedHeaderSize)
{
var bytesCount = reader.Length + serializedHeaderSize;
if (m_NetworkManager == null)
{
// We dont know what size to use. Try every (more collision prone)
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
}
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
}
}
else
{
// Only check the right size.
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
case HashSize.VarIntFourBytes:
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
}
break;
case HashSize.VarIntEightBytes:
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
}
break;
}
}
}
/// <summary>
/// Registers a named message handler delegate.
/// </summary>
/// <param name="name">Name of the message.</param>
/// <param name="callback">The callback to run when a named message is received.</param>
public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback)
{
var hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name);
m_NamedMessageHandlers32[hash32] = callback;
m_NamedMessageHandlers64[hash64] = callback;
m_MessageHandlerNameLookup32[hash32] = name;
m_MessageHandlerNameLookup64[hash64] = name;
}
/// <summary>
/// Unregisters a named message handler.
/// </summary>
/// <param name="name">The name of the message.</param>
public void UnregisterNamedMessageHandler(string name)
{
var hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name);
m_NamedMessageHandlers32.Remove(hash32);
m_NamedMessageHandlers64.Remove(hash64);
m_MessageHandlerNameLookup32.Remove(hash32);
m_MessageHandlerNameLookup64.Remove(hash64);
}
/// <summary>
/// Sends a named message to all clients
/// </summary>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessageToAll(string messageName, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
SendNamedMessage(messageName, m_NetworkManager.ConnectedClientsIds, messageStream, networkDelivery);
}
/// <summary>
/// Sends a named message
/// </summary>
/// <param name="messageName">The message name to send</param>
/// <param name="clientId">The client to send the message to</param>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
case HashSize.VarIntFourBytes:
hash = XXHash.Hash32(messageName);
break;
case HashSize.VarIntEightBytes:
hash = XXHash.Hash64(messageName);
break;
}
var message = new NamedMessage
{
Hash = hash,
Data = messageStream
};
var size = m_NetworkManager.SendMessage(message, networkDelivery, clientId);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientId, messageName, size);
}
}
/// <summary>
/// Sends the named message
/// </summary>
/// <param name="messageName">The message name to send</param>
/// <param name="clientIds">The clients to send to, sends to everyone if null</param>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (!m_NetworkManager.IsServer)
{
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
}
if (clientIds == null)
{
throw new ArgumentNullException("You must pass in a valid clientId List");
}
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
case HashSize.VarIntFourBytes:
hash = XXHash.Hash32(messageName);
break;
case HashSize.VarIntEightBytes:
hash = XXHash.Hash64(messageName);
break;
}
var message = new NamedMessage
{
Hash = hash,
Data = messageStream
};
var size = m_NetworkManager.SendMessage(message, networkDelivery, clientIds);
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0)
{
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
}
}
}
}