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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).

## [1.11.0] - 2024-08-20

### Added

- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005)

### Fixed

- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3011)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3005)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3005)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#2999)
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992)

### Changed

- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
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Unity Technologies committed Aug 20, 2024
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21 changes: 21 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,27 @@ All notable changes to this project will be documented in this file.
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).

## [1.11.0] - 2024-08-20

### Added

- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005)

### Fixed

- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3011)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3005)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3005)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#2999)
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992)

### Changed

- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)


## [1.10.0] - 2024-07-22

### Added
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11 changes: 10 additions & 1 deletion Components/NetworkAnimator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -832,7 +832,12 @@ private void CheckForStateChange(int layer)
stateChangeDetected = true;
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
}
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
// If we are not transitioned into the "any state" and the animator transition isn't a full path hash (layer to layer) and our pre-built destination state to transition does not contain the
// current layer (i.e. transitioning into a state from another layer) =or= we do contain the layer and the layer contains state to transition to is contained within our pre-built destination
// state then we can handle this transition as a non-cross fade state transition between layers.
// Otherwise, if we don't enter into this then this is a "trigger transition to some state that is now being transitioned back to the Idle state via trigger" or "Dual Triggers" IDLE<-->State.
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer] && (!m_DestinationStateToTransitioninfo.ContainsKey(layer) ||
(m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))))
{
// first time in this transition for this layer
m_TransitionHash[layer] = tt.fullPathHash;
Expand All @@ -841,6 +846,10 @@ private void CheckForStateChange(int layer)
animState.CrossFade = false;
animState.Transition = true;
animState.NormalizedTime = tt.normalizedTime;
if (m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))
{
animState.DestinationStateHash = nt.fullPathHash;
}
stateChangeDetected = true;
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
}
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5 changes: 3 additions & 2 deletions Runtime/Core/NetworkBehaviour.cs
Original file line number Diff line number Diff line change
Expand Up @@ -758,7 +758,7 @@ internal void InternalOnNetworkDespawn()
}

/// <summary>
/// Gets called when the local client gains ownership of this object
/// Invoked on both the server and the local client of the owner when <see cref="Netcode.NetworkObject"/> ownership is assigned.
/// </summary>
public virtual void OnGainedOwnership() { }

Expand Down Expand Up @@ -786,7 +786,8 @@ internal void InternalOnOwnershipChanged(ulong previous, ulong current)
}

/// <summary>
/// Gets called when we loose ownership of this object
/// Invoked on the local client when it loses ownership of the associated <see cref="Netcode.NetworkObject"/>.
/// This method is also invoked on the server when any client loses ownership.
/// </summary>
public virtual void OnLostOwnership() { }

Expand Down
1 change: 0 additions & 1 deletion Runtime/NetworkVariable/AnticipatedNetworkVariable.cs
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,6 @@ public enum StaleDataHandling
#pragma warning restore IDE0001
[Serializable]
[GenerateSerializationForGenericParameter(0)]
[GenerateSerializationForType(typeof(byte))]
public class AnticipatedNetworkVariable<T> : NetworkVariableBase
{
[SerializeField]
Expand Down
18 changes: 12 additions & 6 deletions Runtime/NetworkVariable/Collections/NetworkList.cs
Original file line number Diff line number Diff line change
Expand Up @@ -369,7 +369,8 @@ public void Add(T item)
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}

m_List.Add(item);
Expand All @@ -390,7 +391,8 @@ public void Clear()
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}

m_List.Clear();
Expand All @@ -416,7 +418,8 @@ public bool Remove(T item)
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return false;
}

int index = m_List.IndexOf(item);
Expand Down Expand Up @@ -451,7 +454,8 @@ public void Insert(int index, T item)
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}

if (index < m_List.Length)
Expand Down Expand Up @@ -480,7 +484,8 @@ public void RemoveAt(int index)
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}

var value = m_List[index];
Expand All @@ -505,7 +510,8 @@ public T this[int index]
// check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
LogWritePermissionError();
return;
}

var previousValue = m_List[index];
Expand Down
58 changes: 45 additions & 13 deletions Runtime/NetworkVariable/NetworkVariable.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,6 @@ namespace Unity.Netcode
/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
[Serializable]
[GenerateSerializationForGenericParameter(0)]
[GenerateSerializationForType(typeof(byte))]
public class NetworkVariable<T> : NetworkVariableBase
{
/// <summary>
Expand Down Expand Up @@ -80,25 +79,57 @@ public NetworkVariable(T value = default,
/// <summary>
/// The value of the NetworkVariable container
/// </summary>
/// <remarks>
/// When assigning collections to <see cref="Value"/>, unless it is a completely new collection this will not
/// detect any deltas with most managed collection classes since assignment of one collection value to another
/// is actually just a reference to the collection itself. <br />
/// To detect deltas in a collection, you should invoke <see cref="CheckDirtyState"/> after making modifications to the collection.
/// </remarks>
public virtual T Value
{
get => m_InternalValue;
set
{
// Compare bitwise
if (NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
{
LogWritePermissionError();
return;
}

if (m_NetworkBehaviour && !CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
// Compare the Value being applied to the current value
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkVariable");
T previousValue = m_InternalValue;
m_InternalValue = value;
SetDirty(true);
m_IsDisposed = false;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
}
}
}

/// <summary>
/// Invoke this method to check if a collection's items are dirty.
/// The default behavior is to exit early if the <see cref="NetworkVariable{T}"/> is already dirty.
/// </summary>
/// <param name="forceCheck"> when true, this check will force a full item collection check even if the NetworkVariable is already dirty</param>
/// <remarks>
/// This is to be used as a way to check if a <see cref="NetworkVariable{T}"/> containing a managed collection has any changees to the collection items.<br />
/// If you invoked this when a collection is dirty, it will not trigger the <see cref="OnValueChanged"/> unless you set <param name="forceCheck"/> to true. <br />
/// </remarks>
public bool CheckDirtyState(bool forceCheck = false)
{
var isDirty = base.IsDirty();

Set(value);
// Compare the previous with the current if not dirty or forcing a check.
if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
{
SetDirty(true);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
m_IsDisposed = false;
isDirty = true;
}
return isDirty;
}

internal ref T RefValue()
Expand Down Expand Up @@ -185,9 +216,8 @@ public override void ResetDirty()
private protected void Set(T value)
{
SetDirty(true);
T previousValue = m_InternalValue;
m_InternalValue = value;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
}

/// <summary>
Expand All @@ -206,20 +236,22 @@ public override void WriteDelta(FastBufferWriter writer)
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
// In order to get managed collections to properly have a previous and current value, we have to
// duplicate the collection at this point before making any modifications to the current.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);

// todo:
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
// would be stored in different fields

T previousValue = m_InternalValue;
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);

if (keepDirtyDelta)
{
SetDirty(true);
}

OnValueChanged?.Invoke(previousValue, m_InternalValue);
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
}

/// <inheritdoc />
Expand Down
38 changes: 37 additions & 1 deletion Runtime/NetworkVariable/NetworkVariableBase.cs
Original file line number Diff line number Diff line change
Expand Up @@ -32,21 +32,47 @@ public abstract class NetworkVariableBase : IDisposable
/// Maintains a link to the associated NetworkBehaviour
/// </summary>
private protected NetworkBehaviour m_NetworkBehaviour;
private NetworkManager m_InternalNetworkManager;

public NetworkBehaviour GetBehaviour()
{
return m_NetworkBehaviour;
}

internal string GetWritePermissionError()
{
return $"|Client-{m_NetworkManager.LocalClientId}|{m_NetworkBehaviour.name}|{Name}| Write permissions ({WritePerm}) for this client instance is not allowed!";
}

internal void LogWritePermissionError()
{
Debug.LogError(GetWritePermissionError());
}

private protected NetworkManager m_NetworkManager
{
get
{
if (m_InternalNetworkManager == null && m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
{
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
}
return m_InternalNetworkManager;
}
}

/// <summary>
/// Initializes the NetworkVariable
/// </summary>
/// <param name="networkBehaviour">The NetworkBehaviour the NetworkVariable belongs to</param>
public void Initialize(NetworkBehaviour networkBehaviour)
{
m_InternalNetworkManager = null;
m_NetworkBehaviour = networkBehaviour;
if (m_NetworkBehaviour.NetworkManager)
if (m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
{
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;

if (m_NetworkBehaviour.NetworkManager.NetworkTimeSystem != null)
{
UpdateLastSentTime();
Expand Down Expand Up @@ -217,6 +243,11 @@ public virtual bool IsDirty()
/// <returns>Whether or not the client has permission to read</returns>
public bool CanClientRead(ulong clientId)
{
if (!m_NetworkBehaviour)
{
return false;
}

switch (ReadPerm)
{
default:
Expand All @@ -234,6 +265,11 @@ public bool CanClientRead(ulong clientId)
/// <returns>Whether or not the client has permission to write</returns>
public bool CanClientWrite(ulong clientId)
{
if (!m_NetworkBehaviour)
{
return false;
}

switch (WritePerm)
{
default:
Expand Down
27 changes: 15 additions & 12 deletions Runtime/NetworkVariable/NetworkVariableSerialization.cs
Original file line number Diff line number Diff line change
Expand Up @@ -349,7 +349,10 @@ public void Duplicate(in List<T> value, ref List<T> duplicatedValue)
duplicatedValue.Clear();
foreach (var item in value)
{
duplicatedValue.Add(item);
// This handles the nested list scenario List<List<T>>
T subValue = default;
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
duplicatedValue.Add(subValue);
}
}
}
Expand Down Expand Up @@ -421,6 +424,9 @@ public void Duplicate(in HashSet<T> value, ref HashSet<T> duplicatedValue)
duplicatedValue.Clear();
foreach (var item in value)
{
// Handles nested HashSets
T subValue = default;
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
duplicatedValue.Add(item);
}
}
Expand Down Expand Up @@ -497,7 +503,12 @@ public void Duplicate(in Dictionary<TKey, TVal> value, ref Dictionary<TKey, TVal
duplicatedValue.Clear();
foreach (var item in value)
{
duplicatedValue.Add(item.Key, item.Value);
// Handles nested dictionaries
TKey subKey = default;
TVal subValue = default;
NetworkVariableSerialization<TKey>.Duplicate(item.Key, ref subKey);
NetworkVariableSerialization<TVal>.Duplicate(item.Value, ref subValue);
duplicatedValue.Add(subKey, subValue);
}
}
}
Expand Down Expand Up @@ -698,7 +709,7 @@ public unsafe void WriteDelta(FastBufferWriter writer, ref T value, ref T previo
{
var val = value[i];
var prevVal = previousValue[i];
if (!NetworkVariableSerialization<byte>.AreEqual(ref val, ref prevVal))
if (val != prevVal)
{
++numChanges;
changes.Set(i);
Expand All @@ -723,19 +734,11 @@ public unsafe void WriteDelta(FastBufferWriter writer, ref T value, ref T previo
unsafe
{
byte* ptr = value.GetUnsafePtr();
byte* prevPtr = previousValue.GetUnsafePtr();
for (int i = 0; i < value.Length; ++i)
{
if (changes.IsSet(i))
{
if (i < previousValue.Length)
{
NetworkVariableSerialization<byte>.WriteDelta(writer, ref ptr[i], ref prevPtr[i]);
}
else
{
NetworkVariableSerialization<byte>.Write(writer, ref ptr[i]);
}
writer.WriteByteSafe(ptr[i]);
}
}
}
Expand Down
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