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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).

## [1.1.0] - 2022-10-21

### Added

- Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261)
- `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235)
- IPv6 is now supported for direct connections when using `UnityTransport`. (#2232)
- Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201)
- Added position, rotation, and scale to the `ParentSyncMessage` which provides users the ability to specify the final values on the server-side when `OnNetworkObjectParentChanged` is invoked just before the message is created (when the `Transform` values are applied to the message). (#2146)
- Added `NetworkObject.TryRemoveParent` method for convenience purposes opposed to having to cast null to either `GameObject` or `NetworkObject`. (#2146)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.0. (#2231)
- The send queues of `UnityTransport` are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the `MaxSendQueueSize` property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212)
- As a consequence of the above change, the `UnityTransport.InitialMaxSendQueueSize` field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212)
- The debug simulator in `UnityTransport` is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196)
- `NetworkVariable<>` now supports managed `INetworkSerializable` types, as well as other managed types with serialization/deserialization delegates registered to `UserNetworkVariableSerialization<T>.WriteValue` and `UserNetworkVariableSerialization<T>.ReadValue` (#2219)
- `NetworkVariable<>` and `BufferSerializer<BufferSerializerReader>` now deserialize `INetworkSerializable` types in-place, rather than constructing new ones. (#2219)

### Fixed

- Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261)
- Fixed issue caused when changing ownership of objects hidden to some clients (#2242)
- Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239)
- Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226)
- Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225)
- Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222)
- Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222)
- Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222)
- Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220)
- Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203)
- Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199)
- Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
- Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
- Fixed Connection Approval Timeout not working client side. (#2164)
- Fixed issue where the `WorldPositionStays` parenting parameter was not being synchronized with clients. (#2146)
- Fixed issue where parented in-scene placed `NetworkObject`s would fail for late joining clients. (#2146)
- Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when `WorldPositionStays` was true. (#2146)
- Fixed issue with `NetworkTransform.ApplyTransformToNetworkStateWithInfo` where it was not honoring axis sync settings when `NetworkTransformState.IsTeleportingNextFrame` was true. (#2146)
- Fixed issue with `NetworkTransform.TryCommitTransformToServer` where it was not honoring the `InLocalSpace` setting. (#2146)
- Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144)
- Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142)
- Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127)
- Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127)
- Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739)
- Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171)
- Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
- Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
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Unity Technologies committed Oct 21, 2022
1 parent a696967 commit 1e7078c
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Showing 97 changed files with 6,153 additions and 1,621 deletions.
77 changes: 64 additions & 13 deletions CHANGELOG.md

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602 changes: 500 additions & 102 deletions Components/NetworkAnimator.cs

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1 change: 1 addition & 0 deletions Components/NetworkRigidbody.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@ namespace Unity.Netcode.Components
/// </summary>
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(NetworkTransform))]
[AddComponentMenu("Netcode/Network Rigidbody")]
public class NetworkRigidbody : NetworkBehaviour
{
/// <summary>
Expand Down
1 change: 1 addition & 0 deletions Components/NetworkRigidbody2D.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@ namespace Unity.Netcode.Components
/// </summary>
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(NetworkTransform))]
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
public class NetworkRigidbody2D : NetworkBehaviour
{
private Rigidbody2D m_Rigidbody;
Expand Down
94 changes: 26 additions & 68 deletions Components/NetworkTransform.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ namespace Unity.Netcode.Components
/// The replicated value will be automatically be interpolated (if active) and applied to the underlying GameObject's transform.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Netcode/" + nameof(NetworkTransform))]
[AddComponentMenu("Netcode/Network Transform")]
[DefaultExecutionOrder(100000)] // this is needed to catch the update time after the transform was updated by user scripts
public class NetworkTransform : NetworkBehaviour
{
Expand Down Expand Up @@ -282,14 +282,7 @@ public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReade
{
// Go ahead and mark the local state dirty or not dirty as well
/// <see cref="TryCommitTransformToServer"/>
if (HasPositionChange || HasRotAngleChange || HasScaleChange)
{
IsDirty = true;
}
else
{
IsDirty = false;
}
IsDirty = HasPositionChange || HasRotAngleChange || HasScaleChange;
}
}
}
Expand Down Expand Up @@ -458,19 +451,6 @@ internal NetworkTransformState GetLastSentState()
return m_LastSentState;
}

/// <summary>
/// Calculated when spawned, this is used to offset a newly received non-authority side state by 1 tick duration
/// in order to end the extrapolation for that state's values.
/// </summary>
/// <remarks>
/// Example:
/// NetworkState-A is received, processed, and measurements added
/// NetworkState-A is duplicated (NetworkState-A-Post) and its sent time is offset by the tick frequency
/// One tick later, NetworkState-A-Post is applied to end that delta's extrapolation.
/// <see cref="OnNetworkStateChanged"/> to see how NetworkState-A-Post doesn't get excluded/missed
/// </remarks>
private double m_TickFrequency;

/// <summary>
/// This will try to send/commit the current transform delta states (if any)
/// </summary>
Expand All @@ -495,14 +475,16 @@ protected void TryCommitTransformToServer(Transform transformToCommit, double di
}
else // Non-Authority
{
var position = InLocalSpace ? transformToCommit.localPosition : transformToCommit.position;
var rotation = InLocalSpace ? transformToCommit.localRotation : transformToCommit.rotation;
// We are an owner requesting to update our state
if (!m_CachedIsServer)
{
SetStateServerRpc(transformToCommit.position, transformToCommit.rotation, transformToCommit.localScale, false);
SetStateServerRpc(position, rotation, transformToCommit.localScale, false);
}
else // Server is always authoritative (including owner authoritative)
{
SetStateClientRpc(transformToCommit.position, transformToCommit.rotation, transformToCommit.localScale, false);
SetStateClientRpc(position, rotation, transformToCommit.localScale, false);
}
}
}
Expand All @@ -528,37 +510,24 @@ private void TryCommitTransform(Transform transformToCommit, double dirtyTime)
}
}

/// <summary>
/// Initializes the interpolators with the current transform values
/// </summary>
private void ResetInterpolatedStateToCurrentAuthoritativeState()
{
var serverTime = NetworkManager.ServerTime.Time;

// TODO: Look into a better way to communicate the entire state for late joining clients.
// Since the replicated network state will just be the most recent deltas and not the entire state.
//m_PositionXInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.PositionX, serverTime);
//m_PositionYInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.PositionY, serverTime);
//m_PositionZInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.PositionZ, serverTime);

//m_RotationInterpolator.ResetTo(Quaternion.Euler(m_LocalAuthoritativeNetworkState.RotAngleX, m_LocalAuthoritativeNetworkState.RotAngleY, m_LocalAuthoritativeNetworkState.RotAngleZ), serverTime);

//m_ScaleXInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.ScaleX, serverTime);
//m_ScaleYInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.ScaleY, serverTime);
//m_ScaleZInterpolator.ResetTo(m_LocalAuthoritativeNetworkState.ScaleZ, serverTime);

// NOTE ABOUT THIS CHANGE:
// !!! This will exclude any scale changes because we currently do not spawn network objects with scale !!!
// Regarding Scale: It will be the same scale as the default scale for the object being spawned.
var position = InLocalSpace ? transform.localPosition : transform.position;
m_PositionXInterpolator.ResetTo(position.x, serverTime);
m_PositionYInterpolator.ResetTo(position.y, serverTime);
m_PositionZInterpolator.ResetTo(position.z, serverTime);

var rotation = InLocalSpace ? transform.localRotation : transform.rotation;
m_RotationInterpolator.ResetTo(rotation, serverTime);

// TODO: (Create Jira Ticket) Synchronize local scale during NetworkObject synchronization
// (We will probably want to byte pack TransformData to offset the 3 float addition)
m_ScaleXInterpolator.ResetTo(transform.localScale.x, serverTime);
m_ScaleYInterpolator.ResetTo(transform.localScale.y, serverTime);
m_ScaleZInterpolator.ResetTo(transform.localScale.z, serverTime);
var scale = transform.localScale;
m_ScaleXInterpolator.ResetTo(scale.x, serverTime);
m_ScaleYInterpolator.ResetTo(scale.y, serverTime);
m_ScaleZInterpolator.ResetTo(scale.z, serverTime);
}

/// <summary>
Expand Down Expand Up @@ -609,63 +578,63 @@ private bool ApplyTransformToNetworkStateWithInfo(ref NetworkTransformState netw
isDirty = true;
}

if (SyncPositionX && Mathf.Abs(networkState.PositionX - position.x) >= PositionThreshold || networkState.IsTeleportingNextFrame)
if (SyncPositionX && (Mathf.Abs(networkState.PositionX - position.x) >= PositionThreshold || networkState.IsTeleportingNextFrame))
{
networkState.PositionX = position.x;
networkState.HasPositionX = true;
isPositionDirty = true;
}

if (SyncPositionY && Mathf.Abs(networkState.PositionY - position.y) >= PositionThreshold || networkState.IsTeleportingNextFrame)
if (SyncPositionY && (Mathf.Abs(networkState.PositionY - position.y) >= PositionThreshold || networkState.IsTeleportingNextFrame))
{
networkState.PositionY = position.y;
networkState.HasPositionY = true;
isPositionDirty = true;
}

if (SyncPositionZ && Mathf.Abs(networkState.PositionZ - position.z) >= PositionThreshold || networkState.IsTeleportingNextFrame)
if (SyncPositionZ && (Mathf.Abs(networkState.PositionZ - position.z) >= PositionThreshold || networkState.IsTeleportingNextFrame))
{
networkState.PositionZ = position.z;
networkState.HasPositionZ = true;
isPositionDirty = true;
}

if (SyncRotAngleX && Mathf.Abs(Mathf.DeltaAngle(networkState.RotAngleX, rotAngles.x)) >= RotAngleThreshold || networkState.IsTeleportingNextFrame)
if (SyncRotAngleX && (Mathf.Abs(Mathf.DeltaAngle(networkState.RotAngleX, rotAngles.x)) >= RotAngleThreshold || networkState.IsTeleportingNextFrame))
{
networkState.RotAngleX = rotAngles.x;
networkState.HasRotAngleX = true;
isRotationDirty = true;
}

if (SyncRotAngleY && Mathf.Abs(Mathf.DeltaAngle(networkState.RotAngleY, rotAngles.y)) >= RotAngleThreshold || networkState.IsTeleportingNextFrame)
if (SyncRotAngleY && (Mathf.Abs(Mathf.DeltaAngle(networkState.RotAngleY, rotAngles.y)) >= RotAngleThreshold || networkState.IsTeleportingNextFrame))
{
networkState.RotAngleY = rotAngles.y;
networkState.HasRotAngleY = true;
isRotationDirty = true;
}

if (SyncRotAngleZ && Mathf.Abs(Mathf.DeltaAngle(networkState.RotAngleZ, rotAngles.z)) >= RotAngleThreshold || networkState.IsTeleportingNextFrame)
if (SyncRotAngleZ && (Mathf.Abs(Mathf.DeltaAngle(networkState.RotAngleZ, rotAngles.z)) >= RotAngleThreshold || networkState.IsTeleportingNextFrame))
{
networkState.RotAngleZ = rotAngles.z;
networkState.HasRotAngleZ = true;
isRotationDirty = true;
}

if (SyncScaleX && Mathf.Abs(networkState.ScaleX - scale.x) >= ScaleThreshold || networkState.IsTeleportingNextFrame)
if (SyncScaleX && (Mathf.Abs(networkState.ScaleX - scale.x) >= ScaleThreshold || networkState.IsTeleportingNextFrame))
{
networkState.ScaleX = scale.x;
networkState.HasScaleX = true;
isScaleDirty = true;
}

if (SyncScaleY && Mathf.Abs(networkState.ScaleY - scale.y) >= ScaleThreshold || networkState.IsTeleportingNextFrame)
if (SyncScaleY && (Mathf.Abs(networkState.ScaleY - scale.y) >= ScaleThreshold || networkState.IsTeleportingNextFrame))
{
networkState.ScaleY = scale.y;
networkState.HasScaleY = true;
isScaleDirty = true;
}

if (SyncScaleZ && Mathf.Abs(networkState.ScaleZ - scale.z) >= ScaleThreshold || networkState.IsTeleportingNextFrame)
if (SyncScaleZ && (Mathf.Abs(networkState.ScaleZ - scale.z) >= ScaleThreshold || networkState.IsTeleportingNextFrame))
{
networkState.ScaleZ = scale.z;
networkState.HasScaleZ = true;
Expand Down Expand Up @@ -1014,7 +983,6 @@ public override void OnNetworkSpawn()
{
m_CachedIsServer = IsServer;
m_CachedNetworkManager = NetworkManager;
m_TickFrequency = 1.0 / NetworkManager.NetworkConfig.TickRate;

Initialize();

Expand Down Expand Up @@ -1150,8 +1118,7 @@ private void SetStateInternal(Vector3 pos, Quaternion rot, Vector3 scale, bool s
}
else
{
transform.position = pos;
transform.rotation = rot;
transform.SetPositionAndRotation(pos, rot);
}
transform.localScale = scale;
m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame = shouldTeleport;
Expand All @@ -1169,11 +1136,7 @@ private void SetStateInternal(Vector3 pos, Quaternion rot, Vector3 scale, bool s
private void SetStateClientRpc(Vector3 pos, Quaternion rot, Vector3 scale, bool shouldTeleport, ClientRpcParams clientRpcParams = default)
{
// Server dictated state is always applied
transform.position = pos;
transform.rotation = rot;
transform.localScale = scale;
m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame = shouldTeleport;
TryCommitTransform(transform, m_CachedNetworkManager.LocalTime.Time);
SetStateInternal(pos, rot, scale, shouldTeleport);
}

/// <summary>
Expand All @@ -1190,12 +1153,7 @@ private void SetStateServerRpc(Vector3 pos, Quaternion rot, Vector3 scale, bool
{
(pos, rot, scale) = OnClientRequestChange(pos, rot, scale);
}

transform.position = pos;
transform.rotation = rot;
transform.localScale = scale;
m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame = shouldTeleport;
TryCommitTransform(transform, m_CachedNetworkManager.LocalTime.Time);
SetStateInternal(pos, rot, scale, shouldTeleport);
}

/// <summary>
Expand Down
86 changes: 86 additions & 0 deletions Editor/CodeGen/CodeGenHelpers.cs
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,10 @@ namespace Unity.Netcode.Editor.CodeGen
{
internal static class CodeGenHelpers
{
public const string DotnetModuleName = "netstandard.dll";
public const string UnityModuleName = "UnityEngine.CoreModule.dll";
public const string NetcodeModuleName = "Unity.Netcode.Runtime.dll";

public const string RuntimeAssemblyName = "Unity.Netcode.Runtime";

public static readonly string NetworkBehaviour_FullName = typeof(NetworkBehaviour).FullName;
Expand Down Expand Up @@ -119,6 +123,19 @@ public static bool HasInterface(this TypeReference typeReference, string interfa
try
{
var typeDef = typeReference.Resolve();
// Note: this won't catch generics correctly.
//
// class Foo<T>: IInterface<T> {}
// class Bar: Foo<int> {}
//
// Bar.HasInterface(IInterface<int>) -> returns false even though it should be true.
//
// This can be fixed (see GetAllFieldsAndResolveGenerics() in NetworkBehaviourILPP to understand how)
// but right now we don't need that to work so it's left alone to reduce complexity
if (typeDef.BaseType.HasInterface(interfaceTypeFullName))
{
return true;
}
var typeFaces = typeDef.Interfaces;
return typeFaces.Any(iface => iface.InterfaceType.FullName == interfaceTypeFullName);
}
Expand Down Expand Up @@ -380,5 +397,74 @@ public static AssemblyDefinition AssemblyDefinitionFor(ICompiledAssembly compile

return assemblyDefinition;
}

private static void SearchForBaseModulesRecursive(AssemblyDefinition assemblyDefinition, PostProcessorAssemblyResolver assemblyResolver, ref ModuleDefinition unityModule, ref ModuleDefinition netcodeModule, HashSet<string> visited)
{

foreach (var module in assemblyDefinition.Modules)
{
if (module == null)
{
continue;
}

if (unityModule != null && netcodeModule != null)
{
return;
}

if (unityModule == null && module.Name == UnityModuleName)
{
unityModule = module;
continue;
}

if (netcodeModule == null && module.Name == NetcodeModuleName)
{
netcodeModule = module;
continue;
}
}
if (unityModule != null && netcodeModule != null)
{
return;
}

foreach (var assemblyNameReference in assemblyDefinition.MainModule.AssemblyReferences)
{
if (assemblyNameReference == null)
{
continue;
}
if (visited.Contains(assemblyNameReference.Name))
{
continue;
}

visited.Add(assemblyNameReference.Name);

var assembly = assemblyResolver.Resolve(assemblyNameReference);
if (assembly == null)
{
continue;
}
SearchForBaseModulesRecursive(assembly, assemblyResolver, ref unityModule, ref netcodeModule, visited);

if (unityModule != null && netcodeModule != null)
{
return;
}
}
}

public static (ModuleDefinition UnityModule, ModuleDefinition NetcodeModule) FindBaseModules(AssemblyDefinition assemblyDefinition, PostProcessorAssemblyResolver assemblyResolver)
{
ModuleDefinition unityModule = null;
ModuleDefinition netcodeModule = null;
var visited = new HashSet<string>();
SearchForBaseModulesRecursive(assemblyDefinition, assemblyResolver, ref unityModule, ref netcodeModule, visited);

return (unityModule, netcodeModule);
}
}
}
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