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Unity Technologies e15bd056c5 com.unity.netcode.gameobjects@1.0.1
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)
2022-08-23 00:00:00 +00:00

216 lines
7.5 KiB
C#

using System;
using System.Runtime.CompilerServices;
using Unity.Collections.LowLevel.Unsafe;
namespace Unity.Netcode
{
/// <summary>
/// Helper class for doing bitwise reads for a FastBufferReader.
/// Ensures all bitwise reads end on proper byte alignment so FastBufferReader doesn't have to be concerned
/// with misaligned reads.
/// </summary>
public ref struct BitReader
{
private FastBufferReader m_Reader;
private readonly unsafe byte* m_BufferPointer;
private readonly int m_Position;
private int m_BitPosition;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private int m_AllowedBitwiseReadMark;
#endif
private const int k_BitsPerByte = 8;
private int BytePosition => m_BitPosition >> 3;
/// <summary>
/// Whether or not the current BitPosition is evenly divisible by 8. I.e. whether or not the BitPosition is at a byte boundary.
/// </summary>
public bool BitAligned
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => (m_BitPosition & 7) == 0;
}
internal unsafe BitReader(FastBufferReader reader)
{
m_Reader = reader;
m_BufferPointer = m_Reader.Handle->BufferPointer + m_Reader.Handle->Position;
m_Position = m_Reader.Handle->Position;
m_BitPosition = 0;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
m_AllowedBitwiseReadMark = (m_Reader.Handle->AllowedReadMark - m_Position) * k_BitsPerByte;
#endif
}
/// <summary>
/// Pads the read bit count to byte alignment and commits the read back to the reader
/// </summary>
public void Dispose()
{
var bytesWritten = m_BitPosition >> 3;
if (!BitAligned)
{
// Accounting for the partial read
++bytesWritten;
}
m_Reader.CommitBitwiseReads(bytesWritten);
}
/// <summary>
/// Verifies the requested bit count can be read from the buffer.
/// This exists as a separate method to allow multiple bit reads to be bounds checked with a single call.
/// If it returns false, you may not read, and in editor and development builds, attempting to do so will
/// throw an exception. In release builds, attempting to do so will read junk memory.
/// </summary>
/// <param name="bitCount">Number of bits you want to read, in total</param>
/// <returns>True if you can read, false if that would exceed buffer bounds</returns>
public unsafe bool TryBeginReadBits(uint bitCount)
{
var newBitPosition = m_BitPosition + bitCount;
var totalBytesWrittenInBitwiseContext = newBitPosition >> 3;
if ((newBitPosition & 7) != 0)
{
// Accounting for the partial read
++totalBytesWrittenInBitwiseContext;
}
if (m_Reader.Handle->Position + totalBytesWrittenInBitwiseContext > m_Reader.Handle->Length)
{
return false;
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
m_AllowedBitwiseReadMark = (int)newBitPosition;
#endif
return true;
}
/// <summary>
/// Read a certain amount of bits from the stream.
/// </summary>
/// <param name="value">Value to store bits into.</param>
/// <param name="bitCount">Amount of bits to read</param>
public unsafe void ReadBits(out ulong value, uint bitCount)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (bitCount > 64)
{
throw new ArgumentOutOfRangeException(nameof(bitCount), "Cannot read more than 64 bits from a 64-bit value!");
}
int checkPos = (int)(m_BitPosition + bitCount);
if (checkPos > m_AllowedBitwiseReadMark)
{
throw new OverflowException($"Attempted to read without first calling {nameof(TryBeginReadBits)}()");
}
#endif
ulong val = 0;
int wholeBytes = (int)bitCount / k_BitsPerByte;
byte* asBytes = (byte*)&val;
if (BitAligned)
{
if (wholeBytes != 0)
{
ReadPartialValue(out val, wholeBytes);
}
}
else
{
for (var i = 0; i < wholeBytes; ++i)
{
ReadMisaligned(out asBytes[i]);
}
}
val |= (ulong)ReadByteBits((int)bitCount & 7) << ((int)bitCount & ~7);
value = val;
}
/// <summary>
/// Read bits from stream.
/// </summary>
/// <param name="value">Value to store bits into.</param>
/// <param name="bitCount">Amount of bits to read.</param>
public void ReadBits(out byte value, uint bitCount)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
int checkPos = (int)(m_BitPosition + bitCount);
if (checkPos > m_AllowedBitwiseReadMark)
{
throw new OverflowException($"Attempted to read without first calling {nameof(TryBeginReadBits)}()");
}
#endif
value = ReadByteBits((int)bitCount);
}
/// <summary>
/// Read a single bit from the buffer
/// </summary>
/// <param name="bit">Out value of the bit. True represents 1, False represents 0</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadBit(out bool bit)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
int checkPos = (m_BitPosition + 1);
if (checkPos > m_AllowedBitwiseReadMark)
{
throw new OverflowException($"Attempted to read without first calling {nameof(TryBeginReadBits)}()");
}
#endif
int offset = m_BitPosition & 7;
int pos = BytePosition;
bit = (m_BufferPointer[pos] & (1 << offset)) != 0;
++m_BitPosition;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private unsafe void ReadPartialValue<T>(out T value, int bytesToRead, int offsetBytes = 0) where T : unmanaged
{
var val = new T();
byte* ptr = ((byte*)&val) + offsetBytes;
byte* bufferPointer = m_BufferPointer + BytePosition;
UnsafeUtility.MemCpy(ptr, bufferPointer, bytesToRead);
m_BitPosition += bytesToRead * k_BitsPerByte;
value = val;
}
private byte ReadByteBits(int bitCount)
{
if (bitCount > 8)
{
throw new ArgumentOutOfRangeException(nameof(bitCount), "Cannot read more than 8 bits into an 8-bit value!");
}
if (bitCount < 0)
{
throw new ArgumentOutOfRangeException(nameof(bitCount), "Cannot read fewer than 0 bits!");
}
int result = 0;
var convert = new ByteBool();
for (int i = 0; i < bitCount; ++i)
{
ReadBit(out bool bit);
result |= convert.Collapse(bit) << i;
}
return (byte)result;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private unsafe void ReadMisaligned(out byte value)
{
int off = m_BitPosition & 7;
int pos = m_BitPosition >> 3;
int shift1 = 8 - off;
value = (byte)((m_BufferPointer[pos] >> off) | (m_BufferPointer[(m_BitPosition += 8) >> 3] << shift1));
}
}
}