using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using System.Reflection; using Unity.Collections; namespace Unity.Netcode { /// /// The base class to override to write network code. Inherits MonoBehaviour /// public abstract class NetworkBehaviour : MonoBehaviour { #pragma warning disable IDE1006 // disable naming rule violation check // RuntimeAccessModifiersILPP will make this `protected` internal enum __RpcExecStage { None = 0, Server = 1, Client = 2 } // NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type internal virtual string __getTypeName() => nameof(NetworkBehaviour); [NonSerialized] // RuntimeAccessModifiersILPP will make this `protected` internal __RpcExecStage __rpc_exec_stage = __RpcExecStage.None; #pragma warning restore IDE1006 // restore naming rule violation check private const int k_RpcMessageDefaultSize = 1024; // 1k private const int k_RpcMessageMaximumSize = 1024 * 64; // 64k #pragma warning disable IDE1006 // disable naming rule violation check // RuntimeAccessModifiersILPP will make this `protected` internal FastBufferWriter __beginSendServerRpc(uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery) #pragma warning restore IDE1006 // restore naming rule violation check { return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize); } #pragma warning disable IDE1006 // disable naming rule violation check // RuntimeAccessModifiersILPP will make this `protected` internal void __endSendServerRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery) #pragma warning restore IDE1006 // restore naming rule violation check { var serverRpcMessage = new ServerRpcMessage { Metadata = new RpcMetadata { NetworkObjectId = NetworkObjectId, NetworkBehaviourId = NetworkBehaviourId, NetworkRpcMethodId = rpcMethodId, }, WriteBuffer = bufferWriter }; NetworkDelivery networkDelivery; switch (rpcDelivery) { default: case RpcDelivery.Reliable: networkDelivery = NetworkDelivery.ReliableFragmentedSequenced; break; case RpcDelivery.Unreliable: if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE) { throw new OverflowException("RPC parameters are too large for unreliable delivery."); } networkDelivery = NetworkDelivery.Unreliable; break; } var rpcWriteSize = 0; // If we are a server/host then we just no op and send to ourself if (IsHost || IsServer) { using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp); var context = new NetworkContext { SenderId = NetworkManager.ServerClientId, Timestamp = Time.realtimeSinceStartup, SystemOwner = NetworkManager, // header information isn't valid since it's not a real message. // RpcMessage doesn't access this stuff so it's just left empty. Header = new MessageHeader(), SerializedHeaderSize = 0, MessageSize = 0 }; serverRpcMessage.ReadBuffer = tempBuffer; serverRpcMessage.Handle(ref context); rpcWriteSize = tempBuffer.Length; } else { rpcWriteSize = NetworkManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId); } bufferWriter.Dispose(); #if DEVELOPMENT_BUILD || UNITY_EDITOR if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName)) { NetworkManager.NetworkMetrics.TrackRpcSent( NetworkManager.ServerClientId, NetworkObject, rpcMethodName, __getTypeName(), rpcWriteSize); } #endif } #pragma warning disable IDE1006 // disable naming rule violation check // RuntimeAccessModifiersILPP will make this `protected` internal FastBufferWriter __beginSendClientRpc(uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery) #pragma warning restore IDE1006 // restore naming rule violation check { return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize); } #pragma warning disable IDE1006 // disable naming rule violation check // RuntimeAccessModifiersILPP will make this `protected` internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery) #pragma warning restore IDE1006 // restore naming rule violation check { var clientRpcMessage = new ClientRpcMessage { Metadata = new RpcMetadata { NetworkObjectId = NetworkObjectId, NetworkBehaviourId = NetworkBehaviourId, NetworkRpcMethodId = rpcMethodId, }, WriteBuffer = bufferWriter }; NetworkDelivery networkDelivery; switch (rpcDelivery) { default: case RpcDelivery.Reliable: networkDelivery = NetworkDelivery.ReliableFragmentedSequenced; break; case RpcDelivery.Unreliable: if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE) { throw new OverflowException("RPC parameters are too large for unreliable delivery."); } networkDelivery = NetworkDelivery.Unreliable; break; } var rpcWriteSize = 0; // We check to see if we need to shortcut for the case where we are the host/server and we can send a clientRPC // to ourself. Sadly we have to figure that out from the list of clientIds :( bool shouldSendToHost = false; if (clientRpcParams.Send.TargetClientIds != null) { foreach (var targetClientId in clientRpcParams.Send.TargetClientIds) { if (targetClientId == NetworkManager.ServerClientId) { shouldSendToHost = true; break; } // Check to make sure we are sending to only observers, if not log an error. if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId)) { NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId)); } } rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds); } else if (clientRpcParams.Send.TargetClientIdsNativeArray != null) { foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray) { if (targetClientId == NetworkManager.ServerClientId) { shouldSendToHost = true; break; } // Check to make sure we are sending to only observers, if not log an error. if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId)) { NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId)); } } rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value); } else { var observerEnumerator = NetworkObject.Observers.GetEnumerator(); while (observerEnumerator.MoveNext()) { // Skip over the host if (IsHost && observerEnumerator.Current == NetworkManager.LocalClientId) { shouldSendToHost = true; continue; } rpcWriteSize = NetworkManager.MessagingSystem.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current); } } // If we are a server/host then we just no op and send to ourself if (shouldSendToHost) { using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp); var context = new NetworkContext { SenderId = NetworkManager.ServerClientId, Timestamp = Time.realtimeSinceStartup, SystemOwner = NetworkManager, // header information isn't valid since it's not a real message. // RpcMessage doesn't access this stuff so it's just left empty. Header = new MessageHeader(), SerializedHeaderSize = 0, MessageSize = 0 }; clientRpcMessage.ReadBuffer = tempBuffer; clientRpcMessage.Handle(ref context); } bufferWriter.Dispose(); #if DEVELOPMENT_BUILD || UNITY_EDITOR if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName)) { if (clientRpcParams.Send.TargetClientIds != null) { foreach (var targetClientId in clientRpcParams.Send.TargetClientIds) { NetworkManager.NetworkMetrics.TrackRpcSent( targetClientId, NetworkObject, rpcMethodName, __getTypeName(), rpcWriteSize); } } else if (clientRpcParams.Send.TargetClientIdsNativeArray != null) { foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray) { NetworkManager.NetworkMetrics.TrackRpcSent( targetClientId, NetworkObject, rpcMethodName, __getTypeName(), rpcWriteSize); } } else { var observerEnumerator = NetworkObject.Observers.GetEnumerator(); while (observerEnumerator.MoveNext()) { NetworkManager.NetworkMetrics.TrackRpcSent( observerEnumerator.Current, NetworkObject, rpcMethodName, __getTypeName(), rpcWriteSize); } } } #endif } internal string GenerateObserverErrorMessage(ClientRpcParams clientRpcParams, ulong targetClientId) { var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray); return $"Sending ClientRpc to non-observer! {containerNameHoldingId} contains clientId {targetClientId} that is not an observer!"; } /// /// Gets the NetworkManager that owns this NetworkBehaviour instance /// See note around `NetworkObject` for how there is a chicken / egg problem when we are not initialized /// public NetworkManager NetworkManager { get { if (NetworkObject?.NetworkManager != null) { return NetworkObject?.NetworkManager; } return NetworkManager.Singleton; } } /// /// If a NetworkObject is assigned, it will return whether or not this NetworkObject /// is the local player object. If no NetworkObject is assigned it will always return false. /// public bool IsLocalPlayer { get; private set; } /// /// Gets if the object is owned by the local player or if the object is the local player object /// public bool IsOwner { get; internal set; } /// /// Gets if we are executing as server /// protected bool IsServer { get; private set; } /// /// Gets if we are executing as client /// protected bool IsClient { get; private set; } /// /// Gets if we are executing as Host, I.E Server and Client /// protected bool IsHost { get; private set; } /// /// Gets Whether or not the object has a owner /// public bool IsOwnedByServer { get; internal set; } /// /// Used to determine if it is safe to access NetworkObject and NetworkManager from within a NetworkBehaviour component /// Primarily useful when checking NetworkObject/NetworkManager properties within FixedUpate /// public bool IsSpawned { get; internal set; } internal bool IsBehaviourEditable() { // Only server can MODIFY. So allow modification if network is either not running or we are server return !m_NetworkObject || m_NetworkObject.NetworkManager == null || m_NetworkObject.NetworkManager.IsListening == false || m_NetworkObject.NetworkManager.IsServer; } /// TODO: this needs an overhaul. It's expensive, it's ja little naive in how it looks for networkObject in /// its parent and worst, it creates a puzzle if you are a NetworkBehaviour wanting to see if you're live or not /// (e.g. editor code). All you want to do is find out if NetworkManager is null, but to do that you /// need NetworkObject, but if you try and grab NetworkObject and NetworkManager isn't up you'll get /// the warning below. This is why IsBehaviourEditable had to be created. Matt was going to re-do /// how NetworkObject works but it was close to the release and too risky to change /// /// Gets the NetworkObject that owns this NetworkBehaviour instance /// public NetworkObject NetworkObject { get { try { if (m_NetworkObject == null) { m_NetworkObject = GetComponentInParent(); } } catch (Exception) { return null; } // ShutdownInProgress check: // This prevents an edge case scenario where the NetworkManager is shutting down but user code // in Update and/or in FixedUpdate could still be checking NetworkBehaviour.NetworkObject directly (i.e. does it exist?) // or NetworkBehaviour.IsSpawned (i.e. to early exit if not spawned) which, in turn, could generate several Warning messages // per spawned NetworkObject. Checking for ShutdownInProgress prevents these unnecessary LogWarning messages. // We must check IsSpawned, otherwise a warning will be logged under certain valid conditions (see OnDestroy) if (IsSpawned && m_NetworkObject == null && (NetworkManager.Singleton == null || !NetworkManager.Singleton.ShutdownInProgress)) { if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) { NetworkLog.LogWarning($"Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?"); } } return m_NetworkObject; } } /// /// Gets whether or not this NetworkBehaviour instance has a NetworkObject owner. /// public bool HasNetworkObject => NetworkObject != null; private NetworkObject m_NetworkObject = null; /// /// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour /// public ulong NetworkObjectId { get; internal set; } /// /// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject /// public ushort NetworkBehaviourId { get; internal set; } /// /// Internally caches the Id of this behaviour in a NetworkObject. Makes look-up faster /// internal ushort NetworkBehaviourIdCache = 0; /// /// Returns a the NetworkBehaviour with a given BehaviourId for the current NetworkObject /// /// The behaviourId to return /// Returns NetworkBehaviour with given behaviourId protected NetworkBehaviour GetNetworkBehaviour(ushort behaviourId) { return NetworkObject.GetNetworkBehaviourAtOrderIndex(behaviourId); } /// /// Gets the ClientId that owns the NetworkObject /// public ulong OwnerClientId { get; internal set; } /// /// Updates properties with network session related /// dependencies such as a NetworkObject's spawned /// state or NetworkManager's session state. /// internal void UpdateNetworkProperties() { // Set NetworkObject dependent properties if (NetworkObject != null) { // Set identification related properties NetworkObjectId = NetworkObject.NetworkObjectId; IsLocalPlayer = NetworkObject.IsLocalPlayer; // This is "OK" because GetNetworkBehaviourOrderIndex uses the order of // NetworkObject.ChildNetworkBehaviours which is set once when first // accessed. NetworkBehaviourId = NetworkObject.GetNetworkBehaviourOrderIndex(this); // Set ownership related properties IsOwnedByServer = NetworkObject.IsOwnedByServer; IsOwner = NetworkObject.IsOwner; OwnerClientId = NetworkObject.OwnerClientId; // Set NetworkManager dependent properties if (NetworkManager != null) { IsHost = NetworkManager.IsListening && NetworkManager.IsHost; IsClient = NetworkManager.IsListening && NetworkManager.IsClient; IsServer = NetworkManager.IsListening && NetworkManager.IsServer; } } else // Shouldn't happen, but if so then set the properties to their default value; { OwnerClientId = NetworkObjectId = default; IsOwnedByServer = IsOwner = IsHost = IsClient = IsServer = default; NetworkBehaviourId = default; } } /// /// Gets called when the gets spawned, message handlers are ready to be registered and the network is setup. /// public virtual void OnNetworkSpawn() { } /// /// Gets called when the gets despawned. Is called both on the server and clients. /// public virtual void OnNetworkDespawn() { } internal void InternalOnNetworkSpawn() { IsSpawned = true; InitializeVariables(); UpdateNetworkProperties(); } internal void VisibleOnNetworkSpawn() { try { OnNetworkSpawn(); } catch (Exception e) { Debug.LogException(e); } InitializeVariables(); if (IsServer) { // Since we just spawned the object and since user code might have modified their NetworkVariable, esp. // NetworkList, we need to mark the object as free of updates. // This should happen for all objects on the machine triggering the spawn. PostNetworkVariableWrite(true); } } internal void InternalOnNetworkDespawn() { IsSpawned = false; UpdateNetworkProperties(); try { OnNetworkDespawn(); } catch (Exception e) { Debug.LogException(e); } } /// /// Gets called when the local client gains ownership of this object /// public virtual void OnGainedOwnership() { } internal void InternalOnGainedOwnership() { UpdateNetworkProperties(); OnGainedOwnership(); } /// /// Gets called when we loose ownership of this object /// public virtual void OnLostOwnership() { } internal void InternalOnLostOwnership() { UpdateNetworkProperties(); OnLostOwnership(); } /// /// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed /// /// the new parent public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { } private bool m_VarInit = false; private readonly List> m_DeliveryMappedNetworkVariableIndices = new List>(); private readonly List m_DeliveryTypesForNetworkVariableGroups = new List(); internal readonly List NetworkVariableFields = new List(); private static Dictionary s_FieldTypes = new Dictionary(); private static FieldInfo[] GetFieldInfoForType(Type type) { if (!s_FieldTypes.ContainsKey(type)) { s_FieldTypes.Add(type, GetFieldInfoForTypeRecursive(type)); } return s_FieldTypes[type]; } private static FieldInfo[] GetFieldInfoForTypeRecursive(Type type, List list = null) { if (list == null) { list = new List(); list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)); } else { list.AddRange(type.GetFields(BindingFlags.NonPublic | BindingFlags.Instance)); } if (type.BaseType != null && type.BaseType != typeof(NetworkBehaviour)) { return GetFieldInfoForTypeRecursive(type.BaseType, list); } return list.OrderBy(x => x.Name, StringComparer.Ordinal).ToArray(); } internal void InitializeVariables() { if (m_VarInit) { return; } m_VarInit = true; var sortedFields = GetFieldInfoForType(GetType()); for (int i = 0; i < sortedFields.Length; i++) { var fieldType = sortedFields[i].FieldType; if (fieldType.IsSubclassOf(typeof(NetworkVariableBase))) { var instance = (NetworkVariableBase)sortedFields[i].GetValue(this); if (instance == null) { throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized."); } instance.Initialize(this); var instanceNameProperty = fieldType.GetProperty(nameof(NetworkVariableBase.Name)); var sanitizedVariableName = sortedFields[i].Name.Replace("<", string.Empty).Replace(">k__BackingField", string.Empty); instanceNameProperty?.SetValue(instance, sanitizedVariableName); NetworkVariableFields.Add(instance); } } { // Create index map for delivery types var firstLevelIndex = new Dictionary(); int secondLevelCounter = 0; for (int i = 0; i < NetworkVariableFields.Count; i++) { var networkDelivery = NetworkVariableBase.Delivery; if (!firstLevelIndex.ContainsKey(networkDelivery)) { firstLevelIndex.Add(networkDelivery, secondLevelCounter); m_DeliveryTypesForNetworkVariableGroups.Add(networkDelivery); secondLevelCounter++; } if (firstLevelIndex[networkDelivery] >= m_DeliveryMappedNetworkVariableIndices.Count) { m_DeliveryMappedNetworkVariableIndices.Add(new HashSet()); } m_DeliveryMappedNetworkVariableIndices[firstLevelIndex[networkDelivery]].Add(i); } } } internal void PreNetworkVariableWrite() { // reset our "which variables got written" data NetworkVariableIndexesToReset.Clear(); NetworkVariableIndexesToResetSet.Clear(); } internal void PostNetworkVariableWrite(bool forced = false) { if (forced) { // Mark every variable as no longer dirty. We just spawned the object and whatever the game code did // during OnNetworkSpawn has been sent and needs to be cleared for (int i = 0; i < NetworkVariableFields.Count; i++) { NetworkVariableFields[i].ResetDirty(); } } else { // mark any variables we wrote as no longer dirty for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++) { NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty(); } } MarkVariablesDirty(false); } internal void PreVariableUpdate() { if (!m_VarInit) { InitializeVariables(); } PreNetworkVariableWrite(); } internal void VariableUpdate(ulong targetClientId) { NetworkVariableUpdate(targetClientId, NetworkBehaviourId); } internal readonly List NetworkVariableIndexesToReset = new List(); internal readonly HashSet NetworkVariableIndexesToResetSet = new HashSet(); private void NetworkVariableUpdate(ulong targetClientId, int behaviourIndex) { if (!CouldHaveDirtyNetworkVariables()) { return; } for (int j = 0; j < m_DeliveryMappedNetworkVariableIndices.Count; j++) { var shouldSend = false; for (int k = 0; k < NetworkVariableFields.Count; k++) { var networkVariable = NetworkVariableFields[k]; if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId)) { shouldSend = true; break; } } if (shouldSend) { var message = new NetworkVariableDeltaMessage { NetworkObjectId = NetworkObjectId, NetworkBehaviourIndex = NetworkObject.GetNetworkBehaviourOrderIndex(this), NetworkBehaviour = this, TargetClientId = targetClientId, DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j] }; // TODO: Serialization is where the IsDirty flag gets changed. // Messages don't get sent from the server to itself, so if we're host and sending to ourselves, // we still have to actually serialize the message even though we're not sending it, otherwise // the dirty flag doesn't change properly. These two pieces should be decoupled at some point // so we don't have to do this serialization work if we're not going to use the result. if (IsServer && targetClientId == NetworkManager.ServerClientId) { var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE); using (tmpWriter) { message.Serialize(tmpWriter, message.Version); } } else { NetworkManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId); } } } } private bool CouldHaveDirtyNetworkVariables() { // TODO: There should be a better way by reading one dirty variable vs. 'n' for (int i = 0; i < NetworkVariableFields.Count; i++) { if (NetworkVariableFields[i].IsDirty()) { return true; } } return false; } internal void MarkVariablesDirty(bool dirty) { for (int j = 0; j < NetworkVariableFields.Count; j++) { NetworkVariableFields[j].SetDirty(dirty); } } /// /// Synchronizes by setting only the NetworkVariable field values that the client has permission to read. /// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject) /// /// /// When NetworkConfig.EnsureNetworkVariableLengthSafety is enabled each NetworkVariable field will be preceded /// by the number of bytes written for that specific field. /// internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId) { if (NetworkVariableFields.Count == 0) { return; } for (int j = 0; j < NetworkVariableFields.Count; j++) { if (NetworkVariableFields[j].CanClientRead(targetClientId)) { if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) { var writePos = writer.Position; // Note: This value can't be packed because we don't know how large it will be in advance // we reserve space for it, then write the data, then come back and fill in the space // to pack here, we'd have to write data to a temporary buffer and copy it in - which // isn't worth possibly saving one byte if and only if the data is less than 63 bytes long... // The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent. writer.WriteValueSafe((ushort)0); var startPos = writer.Position; NetworkVariableFields[j].WriteField(writer); var size = writer.Position - startPos; writer.Seek(writePos); writer.WriteValueSafe((ushort)size); writer.Seek(startPos + size); } else { NetworkVariableFields[j].WriteField(writer); } } else // Only if EnsureNetworkVariableLengthSafety, otherwise just skip if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) { writer.WriteValueSafe((ushort)0); } } } /// /// Synchronizes by setting only the NetworkVariable field values that the client has permission to read. /// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject) /// /// /// When NetworkConfig.EnsureNetworkVariableLengthSafety is enabled each NetworkVariable field will be preceded /// by the number of bytes written for that specific field. /// internal void SetNetworkVariableData(FastBufferReader reader, ulong clientId) { if (NetworkVariableFields.Count == 0) { return; } for (int j = 0; j < NetworkVariableFields.Count; j++) { var varSize = (ushort)0; var readStartPos = 0; if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) { reader.ReadValueSafe(out varSize); if (varSize == 0) { continue; } readStartPos = reader.Position; } else // If the client cannot read this field, then skip it if (!NetworkVariableFields[j].CanClientRead(clientId)) { continue; } NetworkVariableFields[j].ReadField(reader); if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) { if (reader.Position > (readStartPos + varSize)) { if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) { NetworkLog.LogWarning($"Var data read too far. {reader.Position - (readStartPos + varSize)} bytes."); } reader.Seek(readStartPos + varSize); } else if (reader.Position < (readStartPos + varSize)) { if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) { NetworkLog.LogWarning($"Var data read too little. {(readStartPos + varSize) - reader.Position} bytes."); } reader.Seek(readStartPos + varSize); } } } } /// /// Gets the local instance of a object with a given NetworkId /// /// /// protected NetworkObject GetNetworkObject(ulong networkId) { return NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkId, out NetworkObject networkObject) ? networkObject : null; } /// /// Override this method if your derived NetworkBehaviour requires custom synchronization data. /// Note: Use of this method is only for the initial client synchronization of NetworkBehaviours /// and will increase the payload size for client synchronization and dynamically spawned /// s. /// /// /// When serializing (writing) this will be invoked during the client synchronization period and /// when spawning new NetworkObjects. /// When deserializing (reading), this will be invoked prior to the NetworkBehaviour's associated /// NetworkObject being spawned. /// /// The serializer to use to read and write the data. /// /// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer /// is in read mode or write mode. /// protected virtual void OnSynchronize(ref BufferSerializer serializer) where T : IReaderWriter { } /// /// Internal method that determines if a NetworkBehaviour has additional synchronization data to /// be synchronized when first instantiated prior to its associated NetworkObject being spawned. /// /// /// This includes try-catch blocks to recover from exceptions that might occur and continue to /// synchronize any remaining NetworkBehaviours. /// /// true if it wrote synchronization data and false if it did not internal bool Synchronize(ref BufferSerializer serializer) where T : IReaderWriter { if (serializer.IsWriter) { // Get the writer to handle seeking and determining how many bytes were written var writer = serializer.GetFastBufferWriter(); // Save our position before we attempt to write anything so we can seek back to it (i.e. error occurs) var positionBeforeWrite = writer.Position; writer.WriteValueSafe(NetworkBehaviourId); // Save our position where we will write the final size being written so we can skip over it in the // event an exception occurs when deserializing. var sizePosition = writer.Position; writer.WriteValueSafe((ushort)0); // Save our position before synchronizing to determine how much was written var positionBeforeSynchronize = writer.Position; var threwException = false; try { OnSynchronize(ref serializer); } catch (Exception ex) { threwException = true; if (NetworkManager.LogLevel <= LogLevel.Normal) { NetworkLog.LogWarning($"{name} threw an exception during synchronization serialization, this {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!"); if (NetworkManager.LogLevel == LogLevel.Developer) { NetworkLog.LogError($"{ex.Message}\n {ex.StackTrace}"); } } } var finalPosition = writer.Position; // If we wrote nothing then skip writing anything for this NetworkBehaviour if (finalPosition == positionBeforeSynchronize || threwException) { writer.Seek(positionBeforeWrite); return false; } else { // Write the number of bytes serialized to handle exceptions on the deserialization side var bytesWritten = finalPosition - positionBeforeSynchronize; writer.Seek(sizePosition); writer.WriteValueSafe((ushort)bytesWritten); writer.Seek(finalPosition); } return true; } else { var reader = serializer.GetFastBufferReader(); // We will always read the expected byte count reader.ReadValueSafe(out ushort expectedBytesToRead); // Save our position before we begin synchronization deserialization var positionBeforeSynchronize = reader.Position; var synchronizationError = false; try { // Invoke synchronization OnSynchronize(ref serializer); } catch (Exception ex) { if (NetworkManager.LogLevel <= LogLevel.Normal) { NetworkLog.LogWarning($"{name} threw an exception during synchronization deserialization, this {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!"); if (NetworkManager.LogLevel == LogLevel.Developer) { NetworkLog.LogError($"{ex.Message}\n {ex.StackTrace}"); } } synchronizationError = true; } var totalBytesRead = reader.Position - positionBeforeSynchronize; if (totalBytesRead != expectedBytesToRead) { if (NetworkManager.LogLevel <= LogLevel.Normal) { NetworkLog.LogWarning($"{name} read {totalBytesRead} bytes but was expected to read {expectedBytesToRead} bytes during synchronization deserialization! This {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!"); } synchronizationError = true; } // Skip over the entry if deserialization fails if (synchronizationError) { var skipToPosition = positionBeforeSynchronize + expectedBytesToRead; reader.Seek(skipToPosition); return false; } return true; } } /// /// Invoked when the the is attached to. /// NOTE: If you override this, you will want to always invoke this base class version of this /// method!! /// public virtual void OnDestroy() { if (NetworkObject != null && NetworkObject.IsSpawned && IsSpawned) { // If the associated NetworkObject is still spawned then this // NetworkBehaviour will be removed from the NetworkObject's // ChildNetworkBehaviours list. NetworkObject.OnNetworkBehaviourDestroyed(this); } // this seems odd to do here, but in fact especially in tests we can find ourselves // here without having called InitializedVariables, which causes problems if any // of those variables use native containers (e.g. NetworkList) as they won't be // registered here and therefore won't be cleaned up. // // we should study to understand the initialization patterns if (!m_VarInit) { InitializeVariables(); } for (int i = 0; i < NetworkVariableFields.Count; i++) { NetworkVariableFields[i].Dispose(); } } } }