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1050 行
44 KiB
1050 行
44 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using System.Reflection;
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using Unity.Collections;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The base class to override to write network code. Inherits MonoBehaviour
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/// </summary>
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public abstract class NetworkBehaviour : MonoBehaviour
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{
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal enum __RpcExecStage
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{
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None = 0,
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Server = 1,
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Client = 2
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}
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// NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type
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internal virtual string __getTypeName() => nameof(NetworkBehaviour);
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[NonSerialized]
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// RuntimeAccessModifiersILPP will make this `protected`
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internal __RpcExecStage __rpc_exec_stage = __RpcExecStage.None;
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#pragma warning restore IDE1006 // restore naming rule violation check
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private const int k_RpcMessageDefaultSize = 1024; // 1k
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private const int k_RpcMessageMaximumSize = 1024 * 64; // 64k
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal FastBufferWriter __beginSendServerRpc(uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize);
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal void __endSendServerRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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var serverRpcMessage = new ServerRpcMessage
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{
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Metadata = new RpcMetadata
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{
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NetworkObjectId = NetworkObjectId,
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NetworkBehaviourId = NetworkBehaviourId,
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NetworkRpcMethodId = rpcMethodId,
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},
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WriteBuffer = bufferWriter
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};
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NetworkDelivery networkDelivery;
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switch (rpcDelivery)
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{
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default:
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case RpcDelivery.Reliable:
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networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
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break;
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case RpcDelivery.Unreliable:
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if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
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{
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throw new OverflowException("RPC parameters are too large for unreliable delivery.");
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}
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networkDelivery = NetworkDelivery.Unreliable;
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break;
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}
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var rpcWriteSize = 0;
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// If we are a server/host then we just no op and send to ourself
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if (IsHost || IsServer)
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{
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using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = Time.realtimeSinceStartup,
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SystemOwner = NetworkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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Header = new MessageHeader(),
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SerializedHeaderSize = 0,
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MessageSize = 0
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};
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serverRpcMessage.ReadBuffer = tempBuffer;
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serverRpcMessage.Handle(ref context);
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rpcWriteSize = tempBuffer.Length;
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}
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else
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{
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rpcWriteSize = NetworkManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
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}
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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NetworkManager.NetworkMetrics.TrackRpcSent(
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NetworkManager.ServerClientId,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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#endif
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal FastBufferWriter __beginSendClientRpc(uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize);
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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var clientRpcMessage = new ClientRpcMessage
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{
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Metadata = new RpcMetadata
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{
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NetworkObjectId = NetworkObjectId,
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NetworkBehaviourId = NetworkBehaviourId,
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NetworkRpcMethodId = rpcMethodId,
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},
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WriteBuffer = bufferWriter
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};
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NetworkDelivery networkDelivery;
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switch (rpcDelivery)
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{
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default:
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case RpcDelivery.Reliable:
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networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
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break;
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case RpcDelivery.Unreliable:
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if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
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{
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throw new OverflowException("RPC parameters are too large for unreliable delivery.");
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}
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networkDelivery = NetworkDelivery.Unreliable;
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break;
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}
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var rpcWriteSize = 0;
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// We check to see if we need to shortcut for the case where we are the host/server and we can send a clientRPC
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// to ourself. Sadly we have to figure that out from the list of clientIds :(
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bool shouldSendToHost = false;
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if (clientRpcParams.Send.TargetClientIds != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
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{
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if (targetClientId == NetworkManager.ServerClientId)
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{
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shouldSendToHost = true;
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break;
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}
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// Check to make sure we are sending to only observers, if not log an error.
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if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
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{
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NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
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}
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}
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rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
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}
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else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
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{
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if (targetClientId == NetworkManager.ServerClientId)
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{
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shouldSendToHost = true;
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break;
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}
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// Check to make sure we are sending to only observers, if not log an error.
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if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
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{
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NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
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}
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}
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rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
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}
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else
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{
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var observerEnumerator = NetworkObject.Observers.GetEnumerator();
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while (observerEnumerator.MoveNext())
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{
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// Skip over the host
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if (IsHost && observerEnumerator.Current == NetworkManager.LocalClientId)
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{
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shouldSendToHost = true;
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continue;
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}
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rpcWriteSize = NetworkManager.MessagingSystem.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
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}
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}
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// If we are a server/host then we just no op and send to ourself
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if (shouldSendToHost)
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{
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using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = Time.realtimeSinceStartup,
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SystemOwner = NetworkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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Header = new MessageHeader(),
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SerializedHeaderSize = 0,
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MessageSize = 0
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};
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clientRpcMessage.ReadBuffer = tempBuffer;
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clientRpcMessage.Handle(ref context);
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}
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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if (clientRpcParams.Send.TargetClientIds != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
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{
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NetworkManager.NetworkMetrics.TrackRpcSent(
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targetClientId,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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}
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else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
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{
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foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
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{
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NetworkManager.NetworkMetrics.TrackRpcSent(
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targetClientId,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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}
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else
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{
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var observerEnumerator = NetworkObject.Observers.GetEnumerator();
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while (observerEnumerator.MoveNext())
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{
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NetworkManager.NetworkMetrics.TrackRpcSent(
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observerEnumerator.Current,
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NetworkObject,
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rpcMethodName,
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__getTypeName(),
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rpcWriteSize);
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}
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}
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}
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#endif
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}
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internal string GenerateObserverErrorMessage(ClientRpcParams clientRpcParams, ulong targetClientId)
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{
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var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray);
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return $"Sending ClientRpc to non-observer! {containerNameHoldingId} contains clientId {targetClientId} that is not an observer!";
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}
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/// <summary>
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/// Gets the NetworkManager that owns this NetworkBehaviour instance
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/// See note around `NetworkObject` for how there is a chicken / egg problem when we are not initialized
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/// </summary>
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public NetworkManager NetworkManager
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{
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get
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{
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if (NetworkObject?.NetworkManager != null)
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{
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return NetworkObject?.NetworkManager;
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}
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return NetworkManager.Singleton;
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}
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}
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/// <summary>
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/// If a NetworkObject is assigned, it will return whether or not this NetworkObject
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/// is the local player object. If no NetworkObject is assigned it will always return false.
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/// </summary>
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public bool IsLocalPlayer { get; private set; }
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/// <summary>
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/// Gets if the object is owned by the local player or if the object is the local player object
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/// </summary>
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public bool IsOwner { get; internal set; }
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/// <summary>
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/// Gets if we are executing as server
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/// </summary>
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protected bool IsServer { get; private set; }
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/// <summary>
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/// Gets if we are executing as client
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/// </summary>
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protected bool IsClient { get; private set; }
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/// <summary>
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/// Gets if we are executing as Host, I.E Server and Client
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/// </summary>
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protected bool IsHost { get; private set; }
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/// <summary>
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/// Gets Whether or not the object has a owner
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/// </summary>
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public bool IsOwnedByServer { get; internal set; }
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/// <summary>
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/// Used to determine if it is safe to access NetworkObject and NetworkManager from within a NetworkBehaviour component
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/// Primarily useful when checking NetworkObject/NetworkManager properties within FixedUpate
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/// </summary>
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public bool IsSpawned { get; internal set; }
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internal bool IsBehaviourEditable()
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{
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// Only server can MODIFY. So allow modification if network is either not running or we are server
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return !m_NetworkObject ||
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m_NetworkObject.NetworkManager == null ||
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m_NetworkObject.NetworkManager.IsListening == false ||
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m_NetworkObject.NetworkManager.IsServer;
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}
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/// TODO: this needs an overhaul. It's expensive, it's ja little naive in how it looks for networkObject in
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/// its parent and worst, it creates a puzzle if you are a NetworkBehaviour wanting to see if you're live or not
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/// (e.g. editor code). All you want to do is find out if NetworkManager is null, but to do that you
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/// need NetworkObject, but if you try and grab NetworkObject and NetworkManager isn't up you'll get
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/// the warning below. This is why IsBehaviourEditable had to be created. Matt was going to re-do
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/// how NetworkObject works but it was close to the release and too risky to change
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/// <summary>
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/// Gets the NetworkObject that owns this NetworkBehaviour instance
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/// </summary>
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public NetworkObject NetworkObject
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{
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get
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{
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try
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{
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if (m_NetworkObject == null)
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{
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m_NetworkObject = GetComponentInParent<NetworkObject>();
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}
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}
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catch (Exception)
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{
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return null;
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}
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// ShutdownInProgress check:
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// This prevents an edge case scenario where the NetworkManager is shutting down but user code
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// in Update and/or in FixedUpdate could still be checking NetworkBehaviour.NetworkObject directly (i.e. does it exist?)
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// or NetworkBehaviour.IsSpawned (i.e. to early exit if not spawned) which, in turn, could generate several Warning messages
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// per spawned NetworkObject. Checking for ShutdownInProgress prevents these unnecessary LogWarning messages.
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// We must check IsSpawned, otherwise a warning will be logged under certain valid conditions (see OnDestroy)
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if (IsSpawned && m_NetworkObject == null && (NetworkManager.Singleton == null || !NetworkManager.Singleton.ShutdownInProgress))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
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}
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}
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return m_NetworkObject;
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}
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}
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/// <summary>
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/// Gets whether or not this NetworkBehaviour instance has a NetworkObject owner.
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/// </summary>
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public bool HasNetworkObject => NetworkObject != null;
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private NetworkObject m_NetworkObject = null;
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/// <summary>
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/// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour
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/// </summary>
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public ulong NetworkObjectId { get; internal set; }
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/// <summary>
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/// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject
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/// </summary>
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public ushort NetworkBehaviourId { get; internal set; }
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/// <summary>
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/// Internally caches the Id of this behaviour in a NetworkObject. Makes look-up faster
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/// </summary>
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internal ushort NetworkBehaviourIdCache = 0;
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/// <summary>
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/// Returns a the NetworkBehaviour with a given BehaviourId for the current NetworkObject
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/// </summary>
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/// <param name="behaviourId">The behaviourId to return</param>
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/// <returns>Returns NetworkBehaviour with given behaviourId</returns>
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protected NetworkBehaviour GetNetworkBehaviour(ushort behaviourId)
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{
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return NetworkObject.GetNetworkBehaviourAtOrderIndex(behaviourId);
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}
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/// <summary>
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/// Gets the ClientId that owns the NetworkObject
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/// </summary>
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public ulong OwnerClientId { get; internal set; }
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/// <summary>
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/// Updates properties with network session related
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/// dependencies such as a NetworkObject's spawned
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/// state or NetworkManager's session state.
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/// </summary>
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internal void UpdateNetworkProperties()
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{
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// Set NetworkObject dependent properties
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if (NetworkObject != null)
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{
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// Set identification related properties
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NetworkObjectId = NetworkObject.NetworkObjectId;
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IsLocalPlayer = NetworkObject.IsLocalPlayer;
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// This is "OK" because GetNetworkBehaviourOrderIndex uses the order of
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// NetworkObject.ChildNetworkBehaviours which is set once when first
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// accessed.
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NetworkBehaviourId = NetworkObject.GetNetworkBehaviourOrderIndex(this);
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// Set ownership related properties
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IsOwnedByServer = NetworkObject.IsOwnedByServer;
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IsOwner = NetworkObject.IsOwner;
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OwnerClientId = NetworkObject.OwnerClientId;
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// Set NetworkManager dependent properties
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if (NetworkManager != null)
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{
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IsHost = NetworkManager.IsListening && NetworkManager.IsHost;
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IsClient = NetworkManager.IsListening && NetworkManager.IsClient;
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IsServer = NetworkManager.IsListening && NetworkManager.IsServer;
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}
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}
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else // Shouldn't happen, but if so then set the properties to their default value;
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{
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OwnerClientId = NetworkObjectId = default;
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IsOwnedByServer = IsOwner = IsHost = IsClient = IsServer = default;
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NetworkBehaviourId = default;
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}
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}
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/// <summary>
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/// Gets called when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered and the network is setup.
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/// </summary>
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public virtual void OnNetworkSpawn() { }
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/// <summary>
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/// Gets called when the <see cref="NetworkObject"/> gets despawned. Is called both on the server and clients.
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/// </summary>
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public virtual void OnNetworkDespawn() { }
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internal void InternalOnNetworkSpawn()
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{
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IsSpawned = true;
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InitializeVariables();
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UpdateNetworkProperties();
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}
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internal void VisibleOnNetworkSpawn()
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{
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try
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{
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OnNetworkSpawn();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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InitializeVariables();
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if (IsServer)
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{
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// Since we just spawned the object and since user code might have modified their NetworkVariable, esp.
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// NetworkList, we need to mark the object as free of updates.
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// This should happen for all objects on the machine triggering the spawn.
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PostNetworkVariableWrite(true);
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}
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}
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internal void InternalOnNetworkDespawn()
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{
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IsSpawned = false;
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UpdateNetworkProperties();
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try
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{
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OnNetworkDespawn();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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}
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|
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/// <summary>
|
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/// Gets called when the local client gains ownership of this object
|
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/// </summary>
|
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public virtual void OnGainedOwnership() { }
|
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|
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internal void InternalOnGainedOwnership()
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{
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UpdateNetworkProperties();
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OnGainedOwnership();
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|
}
|
|
|
|
/// <summary>
|
|
/// Gets called when we loose ownership of this object
|
|
/// </summary>
|
|
public virtual void OnLostOwnership() { }
|
|
|
|
internal void InternalOnLostOwnership()
|
|
{
|
|
UpdateNetworkProperties();
|
|
OnLostOwnership();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed
|
|
/// </summary>
|
|
/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
|
|
public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
|
|
|
|
private bool m_VarInit = false;
|
|
|
|
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
|
|
private readonly List<NetworkDelivery> m_DeliveryTypesForNetworkVariableGroups = new List<NetworkDelivery>();
|
|
internal readonly List<NetworkVariableBase> NetworkVariableFields = new List<NetworkVariableBase>();
|
|
|
|
private static Dictionary<Type, FieldInfo[]> s_FieldTypes = new Dictionary<Type, FieldInfo[]>();
|
|
|
|
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<FieldInfo> list = null)
|
|
{
|
|
if (list == null)
|
|
{
|
|
list = new List<FieldInfo>();
|
|
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<NetworkDelivery, int>();
|
|
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<int>());
|
|
}
|
|
|
|
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<int> NetworkVariableIndexesToReset = new List<int>();
|
|
internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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)
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When NetworkConfig.EnsureNetworkVariableLengthSafety is enabled each NetworkVariable field will be preceded
|
|
/// by the number of bytes written for that specific field.
|
|
/// </remarks>
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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)
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When NetworkConfig.EnsureNetworkVariableLengthSafety is enabled each NetworkVariable field will be preceded
|
|
/// by the number of bytes written for that specific field.
|
|
/// </remarks>
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the local instance of a object with a given NetworkId
|
|
/// </summary>
|
|
/// <param name="networkId"></param>
|
|
/// <returns></returns>
|
|
protected NetworkObject GetNetworkObject(ulong networkId)
|
|
{
|
|
return NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkId, out NetworkObject networkObject) ? networkObject : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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
|
|
/// <see cref="NetworkObject"/>s.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
/// <param name="serializer">The serializer to use to read and write the data.</param>
|
|
/// <typeparam name="T">
|
|
/// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer
|
|
/// is in read mode or write mode.
|
|
/// </typeparam>
|
|
protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
|
|
{
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Internal method that determines if a NetworkBehaviour has additional synchronization data to
|
|
/// be synchronized when first instantiated prior to its associated NetworkObject being spawned.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This includes try-catch blocks to recover from exceptions that might occur and continue to
|
|
/// synchronize any remaining NetworkBehaviours.
|
|
/// </remarks>
|
|
/// <returns>true if it wrote synchronization data and false if it did not</returns>
|
|
internal bool Synchronize<T>(ref BufferSerializer<T> 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;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to.
|
|
/// NOTE: If you override this, you will want to always invoke this base class version of this
|
|
/// <see cref="OnDestroy"/> method!!
|
|
/// </summary>
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
}
|