diff --git a/.github/workflows/RunUnityTests.yml b/.github/workflows/RunUnityTests.yml index c2c24f396..74fd56e69 100644 --- a/.github/workflows/RunUnityTests.yml +++ b/.github/workflows/RunUnityTests.yml @@ -13,8 +13,8 @@ jobs: unityVersion: - 2019.4.40f1 - 2020.3.46f1 - - 2021.3.20f1 - - 2022.2.10f1 + - 2021.3.21f1 + - 2022.2.12f1 steps: - name: Checkout repository diff --git a/Assets/Mirror/Components/Discovery/NetworkDiscovery.cs b/Assets/Mirror/Components/Discovery/NetworkDiscovery.cs index cc9f1167b..23a5a3e58 100644 --- a/Assets/Mirror/Components/Discovery/NetworkDiscovery.cs +++ b/Assets/Mirror/Components/Discovery/NetworkDiscovery.cs @@ -14,27 +14,6 @@ public class NetworkDiscovery : NetworkDiscoveryBase /// Process the request from a client /// @@ -68,9 +47,11 @@ protected override ServerResponse ProcessRequest(ServerRequest request, IPEndPoi throw; } } + #endregion #region Client + /// /// Create a message that will be broadcasted on the network to discover servers /// @@ -106,6 +87,7 @@ protected override void ProcessResponse(ServerResponse response, IPEndPoint endp OnServerFound.Invoke(response); } + #endregion } } diff --git a/Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs b/Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs index de74fbdc5..432316ea9 100644 --- a/Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs +++ b/Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs @@ -23,33 +23,46 @@ public abstract class NetworkDiscoveryBase : MonoBehaviour { public static bool SupportedOnThisPlatform { get { return Application.platform != RuntimePlatform.WebGLPlayer; } } - // each game should have a random unique handshake, this way you can tell if this is the same game or not - [HideInInspector] - public long secretHandshake; + [SerializeField] + [Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")] + public bool enableActiveDiscovery = true; + + // broadcast address needs to be configurable on iOS: + // https://github.com/vis2k/Mirror/pull/3255 + [Tooltip("iOS may require LAN IP address here (e.g. 192.168.x.x), otherwise leave blank.")] + public string BroadcastAddress = ""; [SerializeField] [Tooltip("The UDP port the server will listen for multi-cast messages")] protected int serverBroadcastListenPort = 47777; - [SerializeField] - [Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")] - public bool enableActiveDiscovery = true; - [SerializeField] [Tooltip("Time in seconds between multi-cast messages")] [Range(1, 60)] float ActiveDiscoveryInterval = 3; - // broadcast address needs to be configurable on iOS: - // https://github.com/vis2k/Mirror/pull/3255 - public string BroadcastAddress = ""; + [Tooltip("Transport to be advertised during discovery")] + public Transport transport; + + [Tooltip("Invoked when a server is found")] + public ServerFoundUnityEvent OnServerFound; + + // Each game should have a random unique handshake, + // this way you can tell if this is the same game or not + [HideInInspector] + public long secretHandshake; + + public long ServerId { get; private set; } protected UdpClient serverUdpClient; protected UdpClient clientUdpClient; #if UNITY_EDITOR - void OnValidate() + public virtual void OnValidate() { + if (transport == null) + transport = GetComponent(); + if (secretHandshake == 0) { secretHandshake = RandomLong(); @@ -58,24 +71,32 @@ void OnValidate() } #endif - public static long RandomLong() - { - int value1 = UnityEngine.Random.Range(int.MinValue, int.MaxValue); - int value2 = UnityEngine.Random.Range(int.MinValue, int.MaxValue); - return value1 + ((long)value2 << 32); - } - /// /// virtual so that inheriting classes' Start() can call base.Start() too /// public virtual void Start() { + ServerId = RandomLong(); + + // active transport gets initialized in Awake + // so make sure we set it here in Start() after Awake + // Or just let the user assign it in the inspector + if (transport == null) + transport = Transport.active; + // Server mode? then start advertising #if UNITY_SERVER AdvertiseServer(); #endif } + public static long RandomLong() + { + int value1 = UnityEngine.Random.Range(int.MinValue, int.MaxValue); + int value2 = UnityEngine.Random.Range(int.MinValue, int.MaxValue); + return value1 + ((long)value2 << 32); + } + // Ensure the ports are cleared no matter when Game/Unity UI exits void OnApplicationQuit() { @@ -166,9 +187,7 @@ public async Task ServerListenAsync() // socket has been closed break; } - catch (Exception) - { - } + catch (Exception) {} } } @@ -247,6 +266,7 @@ protected virtual void ProcessClientRequest(Request request, IPEndPoint endpoint AndroidJavaObject multicastLock; bool hasMulticastLock; #endif + void BeginMulticastLock() { #if UNITY_ANDROID diff --git a/Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs b/Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs index 71238d26c..516cf55f9 100644 --- a/Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs +++ b/Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs @@ -39,17 +39,22 @@ public override void OnSpawned(NetworkIdentity identity) // Match ID could have been set in NetworkBehaviour::OnStartServer on this object. // Since that's after OnCheckObserver is called it would be missed, so force Rebuild here. - RebuildMatchObservers(networkMatchId); + // Add the current match to dirtyMatches for Update to rebuild it. + dirtyMatches.Add(networkMatchId); } [ServerCallback] public override void OnDestroyed(NetworkIdentity identity) { + // Don't RebuildSceneObservers here - that will happen in Update. + // Multiple objects could be destroyed in same frame and we don't + // want to rebuild for each one...let Update do it once. + // We must add the current match to dirtyMatches for Update to rebuild it. if (lastObjectMatch.TryGetValue(identity, out Guid currentMatch)) { lastObjectMatch.Remove(identity); if (currentMatch != Guid.Empty && matchObjects.TryGetValue(currentMatch, out HashSet objects) && objects.Remove(identity)) - RebuildMatchObservers(currentMatch); + dirtyMatches.Add(currentMatch); } } diff --git a/Assets/Mirror/Components/InterestManagement/Scene/SceneInterestManagement.cs b/Assets/Mirror/Components/InterestManagement/Scene/SceneInterestManagement.cs index cc4c1b4f8..28e5ebabb 100644 --- a/Assets/Mirror/Components/InterestManagement/Scene/SceneInterestManagement.cs +++ b/Assets/Mirror/Components/InterestManagement/Scene/SceneInterestManagement.cs @@ -35,11 +35,15 @@ public override void OnSpawned(NetworkIdentity identity) [ServerCallback] public override void OnDestroyed(NetworkIdentity identity) { + // Don't RebuildSceneObservers here - that will happen in Update. + // Multiple objects could be destroyed in same frame and we don't + // want to rebuild for each one...let Update do it once. + // We must add the current scene to dirtyScenes for Update to rebuild it. if (lastObjectScene.TryGetValue(identity, out Scene currentScene)) { lastObjectScene.Remove(identity); if (sceneObjects.TryGetValue(currentScene, out HashSet objects) && objects.Remove(identity)) - RebuildSceneObservers(currentScene); + dirtyScenes.Add(currentScene); } } diff --git a/Assets/Mirror/Components/InterestManagement/Team/TeamInterestManagement.cs b/Assets/Mirror/Components/InterestManagement/Team/TeamInterestManagement.cs index b543586f4..7701c38d0 100644 --- a/Assets/Mirror/Components/InterestManagement/Team/TeamInterestManagement.cs +++ b/Assets/Mirror/Components/InterestManagement/Team/TeamInterestManagement.cs @@ -35,17 +35,22 @@ public override void OnSpawned(NetworkIdentity identity) // Team ID could have been set in NetworkBehaviour::OnStartServer on this object. // Since that's after OnCheckObserver is called it would be missed, so force Rebuild here. - RebuildTeamObservers(networkTeamId); + // Add the current team to dirtyTeams for Update to rebuild it. + dirtyTeams.Add(networkTeamId); } [ServerCallback] public override void OnDestroyed(NetworkIdentity identity) { + // Don't RebuildSceneObservers here - that will happen in Update. + // Multiple objects could be destroyed in same frame and we don't + // want to rebuild for each one...let Update do it once. + // We must add the current team to dirtyTeams for Update to rebuild it. if (lastObjectTeam.TryGetValue(identity, out string currentTeam)) { lastObjectTeam.Remove(identity); if (!string.IsNullOrWhiteSpace(currentTeam) && teamObjects.TryGetValue(currentTeam, out HashSet objects) && objects.Remove(identity)) - RebuildTeamObservers(currentTeam); + dirtyTeams.Add(currentTeam); } } diff --git a/Assets/Mirror/Components/NetworkTransformReliable/NetworkTransformReliable.cs b/Assets/Mirror/Components/NetworkTransformReliable/NetworkTransformReliable.cs index e8ee5280b..295784c30 100644 --- a/Assets/Mirror/Components/NetworkTransformReliable/NetworkTransformReliable.cs +++ b/Assets/Mirror/Components/NetworkTransformReliable/NetworkTransformReliable.cs @@ -11,9 +11,18 @@ public class NetworkTransformReliable : NetworkTransformBase [Header("Sync Only If Changed")] [Tooltip("When true, changes are not sent unless greater than sensitivity values below.")] public bool onlySyncOnChange = true; + float onlySyncOnChangeInterval => onlySyncOnChangeCorrectionMultiplier * sendIntervalMultiplier; + uint sendIntervalCounter = 0; + double lastSendIntervalTime = double.MinValue; + [Tooltip("If we only sync on change, then we need to correct old snapshots if more time than sendInterval * multiplier has elapsed.\n\nOtherwise the first move will always start interpolating from the last move sequence's time, which will make it stutter when starting every time.")] public float onlySyncOnChangeCorrectionMultiplier = 2; + [Header("Send Interval Multiplier")] + [Tooltip("Check/Sync every multiple of Network Manager send interval (= 1 / NM Send Rate), instead of every send interval.")] + [Range(1, 120)] + public uint sendIntervalMultiplier = 3; + [Header("Rotation")] [Tooltip("Sensitivity of changes needed before an updated state is sent over the network")] public float rotationSensitivity = 0.01f; @@ -33,6 +42,10 @@ public class NetworkTransformReliable : NetworkTransformBase [Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range. public float scalePrecision = 0.01f; // 1 cm + [Header("Snapshot Interpolation")] + [Tooltip("Add a small timeline offset to account for decoupled arrival of NetworkTime and NetworkTransform snapshots.\nfixes: https://github.com/MirrorNetworking/Mirror/issues/3427")] + public bool timelineOffset = false; + // delta compression needs to remember 'last' to compress against protected Vector3Long lastSerializedPosition = Vector3Long.zero; protected Vector3Long lastDeserializedPosition = Vector3Long.zero; @@ -43,8 +56,9 @@ public class NetworkTransformReliable : NetworkTransformBase // Used to store last sent snapshots protected TransformSnapshot last; + protected int lastClientCount = 1; + // update ////////////////////////////////////////////////////////////// - // Update applies interpolation. void Update() { // if server then always sync to others. @@ -54,18 +68,19 @@ void Update() else if (isClient) UpdateClient(); } - // LateUpdate sets dirty. - // movement scripts may change positions in Update. - // use LateUpdate to ensure changes are detected in the same frame. - // otherwise this may run before user update, delaying detection until next frame. - // this would cause visible jitter. void LateUpdate() { // set dirty to trigger OnSerialize. either always, or only if changed. - if (isServer || (IsClientWithAuthority && NetworkClient.ready)) // is NetworkClient.ready even needed? + // It has to be checked in LateUpdate() for onlySyncOnChange to avoid + // the possibility of Update() running first before the object's movement + // script's Update(), which then causes NT to send every alternate frame + // instead. + if (isServer || (IsClientWithAuthority && NetworkClient.ready)) { - if (!onlySyncOnChange || Changed(Construct())) + if (sendIntervalCounter == sendIntervalMultiplier && (!onlySyncOnChange || Changed(Construct()))) SetDirty(); + + CheckLastSendTime(); } } @@ -122,6 +137,19 @@ protected virtual void UpdateClient() TransformSnapshot computed = TransformSnapshot.Interpolate(from, to, t); Apply(computed, to); } + + lastClientCount = clientSnapshots.Count; + } + } + + protected virtual void CheckLastSendTime() + { + // timeAsDouble not available in older Unity versions. + if (AccurateInterval.Elapsed(NetworkTime.localTime, NetworkServer.sendInterval, ref lastSendIntervalTime)) + { + if (sendIntervalCounter == sendIntervalMultiplier) + sendIntervalCounter = 0; + sendIntervalCounter++; } } @@ -169,6 +197,16 @@ public override void OnSerialize(NetworkWriter writer, bool initialState) // initial if (initialState) { + // If there is a last serialized snapshot, we use it. + // This prevents the new client getting a snapshot that is different + // from what the older clients last got. If this happens, and on the next + // regular serialisation the delta compression will get wrong values. + // Notes: + // 1. Interestingly only the older clients have it wrong, because at the end + // of this function, last = snapshot which is the initial state's snapshot + // 2. Regular NTR gets by this bug because it sends every frame anyway so initialstate + // snapshot constructed would have been the same as the last anyway. + if (last.remoteTime > 0) snapshot = last; if (syncPosition) writer.WriteVector3(snapshot.position); if (syncRotation) { @@ -205,9 +243,6 @@ public override void OnSerialize(NetworkWriter writer, bool initialState) Compression.ScaleToLong(snapshot.scale, scalePrecision, out Vector3Long quantized); DeltaCompression.Compress(writer, lastSerializedScale, quantized); } - - // int written = writer.Position - before; - // Debug.Log($"{name} compressed to {written} bytes"); } // save serialized as 'last' for next delta compression @@ -290,15 +325,20 @@ protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotat RewriteHistory( serverSnapshots, connectionToClient.remoteTimeStamp, - NetworkTime.localTime, // arrival remote timestamp. NOT remote timeline. - NetworkServer.sendInterval, // Unity 2019 doesn't have timeAsDouble yet + NetworkTime.localTime, // arrival remote timestamp. NOT remote timeline. + NetworkServer.sendInterval * sendIntervalMultiplier, // Unity 2019 doesn't have timeAsDouble yet target.localPosition, target.localRotation, target.localScale); - // Debug.Log($"{name}: corrected history on server to fix initial stutter after not sending for a while."); } - AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp + NetworkServer.sendInterval, position, rotation, scale); + // add a small timeline offset to account for decoupled arrival of + // NetworkTime and NetworkTransform snapshots. + // needs to be sendInterval. half sendInterval doesn't solve it. + // https://github.com/MirrorNetworking/Mirror/issues/3427 + // remove this after LocalWorldState. + double offset = timelineOffset ? NetworkServer.sendInterval : 0; + AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp + offset, position, rotation, scale); } // server broadcasts sync message to all clients @@ -309,20 +349,25 @@ protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotat // 'only sync on change' needs a correction on every new move sequence. if (onlySyncOnChange && - NeedsCorrection(clientSnapshots, NetworkClient.connection.remoteTimeStamp, NetworkClient.sendInterval, onlySyncOnChangeCorrectionMultiplier)) + NeedsCorrection(clientSnapshots, NetworkClient.connection.remoteTimeStamp, NetworkClient.sendInterval * sendIntervalMultiplier, onlySyncOnChangeInterval)) { RewriteHistory( clientSnapshots, - NetworkClient.connection.remoteTimeStamp, // arrival remote timestamp. NOT remote timeline. - NetworkTime.localTime, // Unity 2019 doesn't have timeAsDouble yet - NetworkClient.sendInterval, + NetworkClient.connection.remoteTimeStamp, // arrival remote timestamp. NOT remote timeline. + NetworkTime.localTime, // Unity 2019 doesn't have timeAsDouble yet + NetworkClient.sendInterval * sendIntervalMultiplier, target.localPosition, target.localRotation, target.localScale); - // Debug.Log($"{name}: corrected history on client to fix initial stutter after not sending for a while."); } - AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp + NetworkClient.sendInterval, position, rotation, scale); + // add a small timeline offset to account for decoupled arrival of + // NetworkTime and NetworkTransform snapshots. + // needs to be sendInterval. half sendInterval doesn't solve it. + // https://github.com/MirrorNetworking/Mirror/issues/3427 + // remove this after LocalWorldState. + double offset = timelineOffset ? NetworkServer.sendInterval : 0; + AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp + offset, position, rotation, scale); } // only sync on change ///////////////////////////////////////////////// diff --git a/Assets/Mirror/Core/InterestManagementBase.cs b/Assets/Mirror/Core/InterestManagementBase.cs index 5927229f9..aef7a651a 100644 --- a/Assets/Mirror/Core/InterestManagementBase.cs +++ b/Assets/Mirror/Core/InterestManagementBase.cs @@ -9,11 +9,12 @@ namespace Mirror [HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")] public abstract class InterestManagementBase : MonoBehaviour { - // Awake configures InterestManagementBase in NetworkServer/Client + // Configures InterestManagementBase in NetworkServer/Client // Do NOT check for active server or client here. - // Awake must always set the static aoi references. - // make sure to call base.Awake when overwriting! - protected virtual void Awake() + // OnEnable must always set the static aoi references. + // make sure to call base.OnEnable when overwriting! + // Previously used Awake() + protected virtual void OnEnable() { if (NetworkServer.aoi == null) { diff --git a/Assets/Mirror/Core/NetworkBehaviour.cs b/Assets/Mirror/Core/NetworkBehaviour.cs index 440362509..239ee7b9c 100644 --- a/Assets/Mirror/Core/NetworkBehaviour.cs +++ b/Assets/Mirror/Core/NetworkBehaviour.cs @@ -36,9 +36,14 @@ public abstract class NetworkBehaviour : MonoBehaviour /// sync interval for OnSerialize (in seconds) // hidden because NetworkBehaviourInspector shows it only if has OnSerialize. // [0,2] should be enough. anything >2s is too laggy anyway. + // + // NetworkServer & NetworkClient broadcast() are behind a sendInterval timer now. + // it makes sense to keep every component's syncInterval setting at '0' by default. + // otherwise, the overlapping timers could introduce unexpected latency. + // careful: default of '0.1' may [Tooltip("Time in seconds until next change is synchronized to the client. '0' means send immediately if changed. '0.5' means only send changes every 500ms.\n(This is for state synchronization like SyncVars, SyncLists, OnSerialize. Not for Cmds, Rpcs, etc.)")] [Range(0, 2)] - [HideInInspector] public float syncInterval = 0.1f; + [HideInInspector] public float syncInterval = 0; internal double lastSyncTime; /// True if this object is on the server and has been spawned. diff --git a/Assets/Mirror/Core/NetworkClient.cs b/Assets/Mirror/Core/NetworkClient.cs index 0cfd10462..0d3994372 100644 --- a/Assets/Mirror/Core/NetworkClient.cs +++ b/Assets/Mirror/Core/NetworkClient.cs @@ -1692,7 +1692,7 @@ public static void OnGUI() // only if in world if (!ready) return; - GUILayout.BeginArea(new Rect(10, 5, 500, 50)); + GUILayout.BeginArea(new Rect(10, 5, 800, 50)); GUILayout.BeginHorizontal("Box"); GUILayout.Label("Snapshot Interp.:"); @@ -1702,8 +1702,11 @@ public static void OnGUI() else GUI.color = Color.white; GUILayout.Box($"timeline: {localTimeline:F2}"); GUILayout.Box($"buffer: {snapshots.Count}"); + GUILayout.Box($"DriftEMA: {NetworkClient.driftEma.Value:F2}"); + GUILayout.Box($"DelTimeEMA: {NetworkClient.deliveryTimeEma.Value:F2}"); GUILayout.Box($"timescale: {localTimescale:F2}"); GUILayout.Box($"BTM: {snapshotSettings.bufferTimeMultiplier:F2}"); + GUILayout.Box($"RTT: {NetworkTime.rtt * 1000:000}"); GUILayout.EndHorizontal(); GUILayout.EndArea(); diff --git a/Assets/Mirror/Core/NetworkClient_TimeInterpolation.cs b/Assets/Mirror/Core/NetworkClient_TimeInterpolation.cs index c02469753..c67cda7e7 100644 --- a/Assets/Mirror/Core/NetworkClient_TimeInterpolation.cs +++ b/Assets/Mirror/Core/NetworkClient_TimeInterpolation.cs @@ -43,7 +43,7 @@ public static partial class NetworkClient // catchup / slowdown adjustments are applied to timescale, // to be adjusted in every update instead of when receiving messages. - internal static double localTimescale = 1; + public static double localTimescale = 1; // catchup ///////////////////////////////////////////////////////////// diff --git a/Assets/Mirror/Core/NetworkManager.cs b/Assets/Mirror/Core/NetworkManager.cs index 89329ca74..471d521d4 100644 --- a/Assets/Mirror/Core/NetworkManager.cs +++ b/Assets/Mirror/Core/NetworkManager.cs @@ -540,14 +540,6 @@ void FinishStartHost() public void StopHost() { OnStopHost(); - - // calling OnTransportDisconnected was needed to fix - // https://github.com/vis2k/Mirror/issues/1515 - // so that the host client receives a DisconnectMessage - // TODO reevaluate if this is still needed after all the disconnect - // fixes, and try to put this into LocalConnection.Disconnect! - NetworkServer.OnTransportDisconnected(NetworkConnection.LocalConnectionId); - StopClient(); StopServer(); } @@ -600,6 +592,12 @@ public void StopClient() if (mode == NetworkManagerMode.Offline) return; + // For Host client, call OnServerDisconnect before NetworkClient.Disconnect + // because we need NetworkServer.localConnection to not be null + // NetworkClient.Disconnect will set it null. + if (mode == NetworkManagerMode.Host) + OnServerDisconnect(NetworkServer.localConnection); + // ask client -> transport to disconnect. // handle voluntary and involuntary disconnects in OnClientDisconnect. // diff --git a/Assets/Mirror/Core/NetworkReaderExtensions.cs b/Assets/Mirror/Core/NetworkReaderExtensions.cs index 580490672..0b8c11386 100644 --- a/Assets/Mirror/Core/NetworkReaderExtensions.cs +++ b/Assets/Mirror/Core/NetworkReaderExtensions.cs @@ -129,14 +129,17 @@ public static ArraySegment ReadBytesAndSizeSegment(this NetworkReader read public static Quaternion ReadQuaternion(this NetworkReader reader) => reader.ReadBlittable(); public static Quaternion? ReadQuaternionNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); - public static Rect ReadRect(this NetworkReader reader) => reader.ReadBlittable(); - public static Rect? ReadRectNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); + // Rect is a struct with properties instead of fields + public static Rect ReadRect(this NetworkReader reader) => new Rect(reader.ReadVector2(), reader.ReadVector2()); + public static Rect? ReadRectNullable(this NetworkReader reader) => reader.ReadBool() ? ReadRect(reader) : default(Rect?); - public static Plane ReadPlane(this NetworkReader reader) => reader.ReadBlittable(); - public static Plane? ReadPlaneNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); + // Plane is a struct with properties instead of fields + public static Plane ReadPlane(this NetworkReader reader) => new Plane(reader.ReadVector3(), reader.ReadFloat()); + public static Plane? ReadPlaneNullable(this NetworkReader reader) => reader.ReadBool() ? ReadPlane(reader) : default(Plane?); - public static Ray ReadRay(this NetworkReader reader) => reader.ReadBlittable(); - public static Ray? ReadRayNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); + // Ray is a struct with properties instead of fields + public static Ray ReadRay(this NetworkReader reader) => new Ray(reader.ReadVector3(), reader.ReadVector3()); + public static Ray? ReadRayNullable(this NetworkReader reader) => reader.ReadBool() ? ReadRay(reader) : default(Ray?); public static Matrix4x4 ReadMatrix4x4(this NetworkReader reader) => reader.ReadBlittable(); public static Matrix4x4? ReadMatrix4x4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable(); @@ -335,11 +338,7 @@ public static Sprite ReadSprite(this NetworkReader reader) return Sprite.Create(texture, reader.ReadRect(), reader.ReadVector2()); } - public static DateTime ReadDateTime(this NetworkReader reader) - { - return DateTime.FromOADate(reader.ReadDouble()); - } - + public static DateTime ReadDateTime(this NetworkReader reader) => DateTime.FromOADate(reader.ReadDouble()); public static DateTime? ReadDateTimeNullable(this NetworkReader reader) => reader.ReadBool() ? ReadDateTime(reader) : default(DateTime?); } } diff --git a/Assets/Mirror/Core/NetworkWriterExtensions.cs b/Assets/Mirror/Core/NetworkWriterExtensions.cs index 46dec86f5..a633d718f 100644 --- a/Assets/Mirror/Core/NetworkWriterExtensions.cs +++ b/Assets/Mirror/Core/NetworkWriterExtensions.cs @@ -166,14 +166,44 @@ public static void WriteArraySegment(this NetworkWriter writer, ArraySegment< public static void WriteQuaternion(this NetworkWriter writer, Quaternion value) => writer.WriteBlittable(value); public static void WriteQuaternionNullable(this NetworkWriter writer, Quaternion? value) => writer.WriteBlittableNullable(value); - public static void WriteRect(this NetworkWriter writer, Rect value) => writer.WriteBlittable(value); - public static void WriteRectNullable(this NetworkWriter writer, Rect? value) => writer.WriteBlittableNullable(value); + // Rect is a struct with properties instead of fields + public static void WriteRect(this NetworkWriter writer, Rect value) + { + writer.WriteVector2(value.position); + writer.WriteVector2(value.size); + } + public static void WriteRectNullable(this NetworkWriter writer, Rect? value) + { + writer.WriteBool(value.HasValue); + if (value.HasValue) + writer.WriteRect(value.Value); + } - public static void WritePlane(this NetworkWriter writer, Plane value) => writer.WriteBlittable(value); - public static void WritePlaneNullable(this NetworkWriter writer, Plane? value) => writer.WriteBlittableNullable(value); + // Plane is a struct with properties instead of fields + public static void WritePlane(this NetworkWriter writer, Plane value) + { + writer.WriteVector3(value.normal); + writer.WriteFloat(value.distance); + } + public static void WritePlaneNullable(this NetworkWriter writer, Plane? value) + { + writer.WriteBool(value.HasValue); + if (value.HasValue) + writer.WritePlane(value.Value); + } - public static void WriteRay(this NetworkWriter writer, Ray value) => writer.WriteBlittable(value); - public static void WriteRayNullable(this NetworkWriter writer, Ray? value) => writer.WriteBlittableNullable(value); + // Ray is a struct with properties instead of fields + public static void WriteRay(this NetworkWriter writer, Ray value) + { + writer.WriteVector3(value.origin); + writer.WriteVector3(value.direction); + } + public static void WriteRayNullable(this NetworkWriter writer, Ray? value) + { + writer.WriteBool(value.HasValue); + if (value.HasValue) + writer.WriteRay(value.Value); + } public static void WriteMatrix4x4(this NetworkWriter writer, Matrix4x4 value) => writer.WriteBlittable(value); public static void WriteMatrix4x4Nullable(this NetworkWriter writer, Matrix4x4? value) => writer.WriteBlittableNullable(value); diff --git a/Assets/Mirror/Core/SnapshotInterpolation/SnapshotInterpolation.cs b/Assets/Mirror/Core/SnapshotInterpolation/SnapshotInterpolation.cs index adf058995..0fbe095ce 100644 --- a/Assets/Mirror/Core/SnapshotInterpolation/SnapshotInterpolation.cs +++ b/Assets/Mirror/Core/SnapshotInterpolation/SnapshotInterpolation.cs @@ -127,8 +127,8 @@ public static double TimelineClamp( // we define a boundary of 'bufferTime' around the target time. // this is where catchup / slowdown will happen. // outside of the area, we clamp. - double lowerBound = targetTime - bufferTime; - double upperBound = targetTime + bufferTime; + double lowerBound = targetTime - bufferTime; // how far behind we can get + double upperBound = targetTime + bufferTime; // how far ahead we can get return Mathd.Clamp(localTimeline, lowerBound, upperBound); } diff --git a/Assets/Mirror/Core/SnapshotInterpolation/SnapshotInterpolationSettings.cs b/Assets/Mirror/Core/SnapshotInterpolation/SnapshotInterpolationSettings.cs index eab4b8b51..2424eec31 100644 --- a/Assets/Mirror/Core/SnapshotInterpolation/SnapshotInterpolationSettings.cs +++ b/Assets/Mirror/Core/SnapshotInterpolation/SnapshotInterpolationSettings.cs @@ -28,11 +28,11 @@ public class SnapshotInterpolationSettings [Tooltip("Local timeline acceleration in % while catching up.")] [Range(0, 1)] - public double catchupSpeed = 0.01f; // 1% + public double catchupSpeed = 0.02f; // see snap interp demo. 1% is too slow. [Tooltip("Local timeline slowdown in % while slowing down.")] [Range(0, 1)] - public double slowdownSpeed = 0.01f; // 1% + public double slowdownSpeed = 0.04f; // slow down a little faster so we don't encounter empty buffer (= jitter) [Tooltip("Catchup/Slowdown is adjusted over n-second exponential moving average.")] public int driftEmaDuration = 1; // shouldn't need to modify this, but expose it anyway diff --git a/Assets/Mirror/Examples/AdditiveLevels/Scenes/Offline.unity b/Assets/Mirror/Examples/AdditiveLevels/Scenes/Offline.unity index 7e5523a3b..4233ff48e 100644 --- a/Assets/Mirror/Examples/AdditiveLevels/Scenes/Offline.unity +++ b/Assets/Mirror/Examples/AdditiveLevels/Scenes/Offline.unity @@ -368,8 +368,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 @@ -438,9 +438,9 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 363a8867bb9c7b845a73233566df8c1e, type: 3} m_Name: m_EditorClassIdentifier: - speed: 1 fadeImage: {fileID: 1040404845} fadeColor: {r: 0, g: 0, b: 0, a: 1} + stepRate: 2 --- !u!114 &1300359892 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/Mirror/Examples/AdditiveLevels/Scripts/FadeInOut.cs b/Assets/Mirror/Examples/AdditiveLevels/Scripts/FadeInOut.cs index e9f781a8b..fbb47c7c0 100644 --- a/Assets/Mirror/Examples/AdditiveLevels/Scripts/FadeInOut.cs +++ b/Assets/Mirror/Examples/AdditiveLevels/Scripts/FadeInOut.cs @@ -7,20 +7,39 @@ namespace Mirror.Examples.AdditiveLevels public class FadeInOut : MonoBehaviour { // set these in the inspector - [Range(1, 100), Tooltip("Speed of fade in / out: lower is slower")] - public byte speed = 1; - [Tooltip("Reference to Image component on child panel")] public Image fadeImage; [Tooltip("Color to use during scene transition")] public Color fadeColor = Color.black; - WaitForSeconds waitForSeconds; + [Range(1, 100), Tooltip("Rate of fade in / out: higher is faster")] + public byte stepRate = 2; - void Awake() + float step; + + void OnValidate() { - waitForSeconds = new WaitForSeconds(speed * 0.01f); + if (fadeImage == null) + fadeImage = GetComponentInChildren(); + } + + void Start() + { + // Convert user-friendly setting value to working value + step = stepRate * 0.001f; + } + + /// + /// Calculates FadeIn / FadeOut time. + /// + /// Duration in seconds + public float GetDuration() + { + float frames = 1 / step; + float frameRate = Time.deltaTime; + float duration = frames * frameRate * 0.1f; + return duration; } public IEnumerator FadeIn() @@ -29,8 +48,8 @@ public IEnumerator FadeIn() while (alpha < 1) { - yield return waitForSeconds; - alpha += 0.01f; + yield return null; + alpha += step; fadeColor.a = alpha; fadeImage.color = fadeColor; } @@ -42,8 +61,8 @@ public IEnumerator FadeOut() while (alpha > 0) { - yield return waitForSeconds; - alpha -= 0.01f; + yield return null; + alpha -= step; fadeColor.a = alpha; fadeImage.color = fadeColor; } diff --git a/Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs b/Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs index 9625270c0..717ab8168 100644 --- a/Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs +++ b/Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs @@ -25,9 +25,6 @@ public void OnLabelTextChanged(string _, string newValue) label.text = labelText; } - // This is approximately the fade time - WaitForSeconds waitForFade = new WaitForSeconds(2f); - public override void OnStartServer() { labelText = Path.GetFileNameWithoutExtension(destinationScene); @@ -68,7 +65,7 @@ IEnumerator SendPlayerToNewScene(GameObject player) // Tell client to unload previous subscene. No custom handling for this. conn.Send(new SceneMessage { sceneName = gameObject.scene.path, sceneOperation = SceneOperation.UnloadAdditive, customHandling = true }); - yield return waitForFade; + yield return new WaitForSeconds(AdditiveLevelsNetworkManager.singleton.fadeInOut.GetDuration()); NetworkServer.RemovePlayerForConnection(conn, false); diff --git a/Assets/Mirror/Examples/AdditiveScenes/Scenes/MainScene.unity b/Assets/Mirror/Examples/AdditiveScenes/Scenes/MainScene.unity index 20772906a..58ec80a73 100644 --- a/Assets/Mirror/Examples/AdditiveScenes/Scenes/MainScene.unity +++ b/Assets/Mirror/Examples/AdditiveScenes/Scenes/MainScene.unity @@ -1970,8 +1970,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/Basic/Scenes/Example.unity b/Assets/Mirror/Examples/Basic/Scenes/Example.unity index f3ee51ab2..16b898011 100644 --- a/Assets/Mirror/Examples/Basic/Scenes/Example.unity +++ b/Assets/Mirror/Examples/Basic/Scenes/Example.unity @@ -216,8 +216,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/Benchmark/Scenes/Scene.unity b/Assets/Mirror/Examples/Benchmark/Scenes/Scene.unity index 87f438dc0..a4a80afc5 100644 --- a/Assets/Mirror/Examples/Benchmark/Scenes/Scene.unity +++ b/Assets/Mirror/Examples/Benchmark/Scenes/Scene.unity @@ -354,8 +354,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/CCU/CCU.unity b/Assets/Mirror/Examples/CCU/CCU.unity index 6a47ca4c8..ebb81c44a 100644 --- a/Assets/Mirror/Examples/CCU/CCU.unity +++ b/Assets/Mirror/Examples/CCU/CCU.unity @@ -355,8 +355,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/Chat/Scenes/Main.unity b/Assets/Mirror/Examples/Chat/Scenes/Main.unity index ef467e1fa..80e7145b9 100644 --- a/Assets/Mirror/Examples/Chat/Scenes/Main.unity +++ b/Assets/Mirror/Examples/Chat/Scenes/Main.unity @@ -3278,8 +3278,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/Discovery/Scenes/Scene.unity b/Assets/Mirror/Examples/Discovery/Scenes/Scene.unity index eb6743c19..1d29ce8ed 100644 --- a/Assets/Mirror/Examples/Discovery/Scenes/Scene.unity +++ b/Assets/Mirror/Examples/Discovery/Scenes/Scene.unity @@ -501,12 +501,11 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: c761308e733c51245b2e8bb4201f46dc, type: 3} m_Name: m_EditorClassIdentifier: - secretHandshake: 1558261479176021378 - serverBroadcastListenPort: 47777 enableActiveDiscovery: 1 - ActiveDiscoveryInterval: 3 BroadcastAddress: - transport: {fileID: 0} + serverBroadcastListenPort: 47777 + ActiveDiscoveryInterval: 3 + transport: {fileID: 1556883244} OnServerFound: m_PersistentCalls: m_Calls: @@ -522,6 +521,7 @@ MonoBehaviour: m_StringArgument: m_BoolArgument: 0 m_CallState: 2 + secretHandshake: 1558261479176021378 --- !u!1 &1611696151 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Mirror/Examples/MultipleAdditiveScenes/Scenes/Main.unity b/Assets/Mirror/Examples/MultipleAdditiveScenes/Scenes/Main.unity index da8c5513c..15b8de4a8 100644 --- a/Assets/Mirror/Examples/MultipleAdditiveScenes/Scenes/Main.unity +++ b/Assets/Mirror/Examples/MultipleAdditiveScenes/Scenes/Main.unity @@ -276,8 +276,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/MultipleMatches/Scenes/Main.unity b/Assets/Mirror/Examples/MultipleMatches/Scenes/Main.unity index 8af2de1fb..dce23cd15 100644 --- a/Assets/Mirror/Examples/MultipleMatches/Scenes/Main.unity +++ b/Assets/Mirror/Examples/MultipleMatches/Scenes/Main.unity @@ -1198,8 +1198,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/Pong/Scenes/Scene.unity b/Assets/Mirror/Examples/Pong/Scenes/Scene.unity index 9ab20a611..73aec29b8 100644 --- a/Assets/Mirror/Examples/Pong/Scenes/Scene.unity +++ b/Assets/Mirror/Examples/Pong/Scenes/Scene.unity @@ -904,8 +904,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/RigidbodyPhysics/Scenes/BounceScene.unity b/Assets/Mirror/Examples/RigidbodyPhysics/Scenes/BounceScene.unity index 9f4690913..9930b41e9 100644 --- a/Assets/Mirror/Examples/RigidbodyPhysics/Scenes/BounceScene.unity +++ b/Assets/Mirror/Examples/RigidbodyPhysics/Scenes/BounceScene.unity @@ -990,8 +990,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/Room/Scenes/OfflineScene.unity b/Assets/Mirror/Examples/Room/Scenes/OfflineScene.unity index 36c5d581d..fdcde9a98 100644 --- a/Assets/Mirror/Examples/Room/Scenes/OfflineScene.unity +++ b/Assets/Mirror/Examples/Room/Scenes/OfflineScene.unity @@ -278,8 +278,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/Snapshot Interpolation/ClientCube.cs b/Assets/Mirror/Examples/Snapshot Interpolation/ClientCube.cs index 94cddea1e..fb1f29c8e 100644 --- a/Assets/Mirror/Examples/Snapshot Interpolation/ClientCube.cs +++ b/Assets/Mirror/Examples/Snapshot Interpolation/ClientCube.cs @@ -52,6 +52,10 @@ public class ClientCube : MonoBehaviour void Awake() { + // show vsync reminder. too easy to forget. + Debug.Log("Reminder: Snapshot interpolation is smoothest & easiest to debug with Vsync off."); + + defaultColor = render.sharedMaterial.color; // initialize EMA with 'emaDuration' seconds worth of history. @@ -173,14 +177,37 @@ void OnGUI() { lowFpsMode = !lowFpsMode; } - if (GUILayout.Button("Timeline 100ms behind")) + + GUILayout.Label("|"); + + if (GUILayout.Button("Timeline 10s behind")) + { + localTimeline -= 10.0; + } + if (GUILayout.Button("Timeline 1s behind")) + { + localTimeline -= 1.0; + } + if (GUILayout.Button("Timeline 0.1s behind")) { localTimeline -= 0.1; } - if (GUILayout.Button("Timeline 100ms ahead")) + + GUILayout.Label("|"); + + if (GUILayout.Button("Timeline 0.1s ahead")) { localTimeline += 0.1; } + if (GUILayout.Button("Timeline 1s ahead")) + { + localTimeline += 1.0; + } + if (GUILayout.Button("Timeline 10s ahead")) + { + localTimeline += 10.0; + } + GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.EndArea(); diff --git a/Assets/Mirror/Examples/Snapshot Interpolation/SnapshotInterpolation.unity b/Assets/Mirror/Examples/Snapshot Interpolation/SnapshotInterpolation.unity index 999c59793..de65d62e9 100644 --- a/Assets/Mirror/Examples/Snapshot Interpolation/SnapshotInterpolation.unity +++ b/Assets/Mirror/Examples/Snapshot Interpolation/SnapshotInterpolation.unity @@ -175,8 +175,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/Tanks/Scenes/Scene.unity b/Assets/Mirror/Examples/Tanks/Scenes/Scene.unity index f301a75cd..4ac079d71 100644 --- a/Assets/Mirror/Examples/Tanks/Scenes/Scene.unity +++ b/Assets/Mirror/Examples/Tanks/Scenes/Scene.unity @@ -481,8 +481,8 @@ MonoBehaviour: bufferTimeMultiplier: 2 catchupNegativeThreshold: -1 catchupPositiveThreshold: 1 - catchupSpeed: 0.009999999776482582 - slowdownSpeed: 0.009999999776482582 + catchupSpeed: 0.019999999552965164 + slowdownSpeed: 0.03999999910593033 driftEmaDuration: 1 dynamicAdjustment: 1 dynamicAdjustmentTolerance: 1 diff --git a/Assets/Mirror/Examples/TestNT/Materials/Bot.mat b/Assets/Mirror/Examples/TestNT/Materials/Bot.mat index 5d7ab731e..a54f86076 100644 --- a/Assets/Mirror/Examples/TestNT/Materials/Bot.mat +++ b/Assets/Mirror/Examples/TestNT/Materials/Bot.mat @@ -9,7 +9,9 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: Bot m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: [] + m_ValidKeywords: + - _GLOSSYREFLECTIONS_OFF + - _SPECULARHIGHLIGHTS_OFF m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -63,14 +65,14 @@ Material: - _DetailNormalMapScale: 1 - _DstBlend: 0 - _GlossMapScale: 1 - - _Glossiness: 0.5 - - _GlossyReflections: 1 + - _Glossiness: 1 + - _GlossyReflections: 0 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 - _SmoothnessTextureChannel: 0 - - _SpecularHighlights: 1 + - _SpecularHighlights: 0 - _SrcBlend: 1 - _UVSec: 0 - _ZWrite: 1 diff --git a/Assets/Mirror/Examples/TestNT/Materials/BotNinja.mat b/Assets/Mirror/Examples/TestNT/Materials/BotNinja.mat index 0940eb586..f86037b4f 100644 --- a/Assets/Mirror/Examples/TestNT/Materials/BotNinja.mat +++ b/Assets/Mirror/Examples/TestNT/Materials/BotNinja.mat @@ -9,7 +9,9 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: BotNinja m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: [] + m_ValidKeywords: + - _GLOSSYREFLECTIONS_OFF + - _SPECULARHIGHLIGHTS_OFF m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -63,18 +65,18 @@ Material: - _DetailNormalMapScale: 1 - _DstBlend: 0 - _GlossMapScale: 1 - - _Glossiness: 0.5 - - _GlossyReflections: 1 + - _Glossiness: 1 + - _GlossyReflections: 0 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 - _SmoothnessTextureChannel: 0 - - _SpecularHighlights: 1 + - _SpecularHighlights: 0 - _SrcBlend: 1 - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 0.3301887, g: 0.029592374, b: 0.029592374, a: 1} + - _Color: {r: 0.4716981, g: 0.006674961, b: 0.006674961, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Mirror/Examples/TestNT/Materials/Ice.physicMaterial b/Assets/Mirror/Examples/TestNT/Materials/Ice.physicMaterial index 53e53948f..3981f0e5d 100644 --- a/Assets/Mirror/Examples/TestNT/Materials/Ice.physicMaterial +++ b/Assets/Mirror/Examples/TestNT/Materials/Ice.physicMaterial @@ -9,6 +9,6 @@ PhysicMaterial: m_Name: Ice dynamicFriction: 0 staticFriction: 0 - bounciness: 0.8 + bounciness: 0 frictionCombine: 0 bounceCombine: 0 diff --git a/Assets/Mirror/Examples/TestNT/Materials/NPC.mat b/Assets/Mirror/Examples/TestNT/Materials/NPC.mat index 84cdf4824..a61e7eb6a 100644 --- a/Assets/Mirror/Examples/TestNT/Materials/NPC.mat +++ b/Assets/Mirror/Examples/TestNT/Materials/NPC.mat @@ -9,7 +9,9 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: NPC m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: [] + m_ValidKeywords: + - _GLOSSYREFLECTIONS_OFF + - _SPECULARHIGHLIGHTS_OFF m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -63,14 +65,14 @@ Material: - _DetailNormalMapScale: 1 - _DstBlend: 0 - _GlossMapScale: 1 - - _Glossiness: 0.5 - - _GlossyReflections: 1 + - _Glossiness: 1 + - _GlossyReflections: 0 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 - _SmoothnessTextureChannel: 0 - - _SpecularHighlights: 1 + - _SpecularHighlights: 0 - _SrcBlend: 1 - _UVSec: 0 - _ZWrite: 1 diff --git a/Assets/Mirror/Examples/TestNT/Materials/NPCNinja.mat b/Assets/Mirror/Examples/TestNT/Materials/NPCNinja.mat index b21152dbc..5d174d7b6 100644 --- a/Assets/Mirror/Examples/TestNT/Materials/NPCNinja.mat +++ b/Assets/Mirror/Examples/TestNT/Materials/NPCNinja.mat @@ -9,7 +9,9 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: NPCNinja m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: [] + m_ValidKeywords: + - _GLOSSYREFLECTIONS_OFF + - _SPECULARHIGHLIGHTS_OFF m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -63,14 +65,14 @@ Material: - _DetailNormalMapScale: 1 - _DstBlend: 0 - _GlossMapScale: 1 - - _Glossiness: 0.5 - - _GlossyReflections: 1 + - _Glossiness: 1 + - _GlossyReflections: 0 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 - _SmoothnessTextureChannel: 0 - - _SpecularHighlights: 1 + - _SpecularHighlights: 0 - _SrcBlend: 1 - _UVSec: 0 - _ZWrite: 1 diff --git a/Assets/Mirror/Examples/TestNT/Materials/Player.mat b/Assets/Mirror/Examples/TestNT/Materials/Player.mat index 431d0dd3b..013dc76b3 100644 --- a/Assets/Mirror/Examples/TestNT/Materials/Player.mat +++ b/Assets/Mirror/Examples/TestNT/Materials/Player.mat @@ -9,7 +9,9 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: Player m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: [] + m_ValidKeywords: + - _GLOSSYREFLECTIONS_OFF + - _SPECULARHIGHLIGHTS_OFF m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -63,14 +65,14 @@ Material: - _DetailNormalMapScale: 1 - _DstBlend: 0 - _GlossMapScale: 1 - - _Glossiness: 0.5 - - _GlossyReflections: 1 + - _Glossiness: 1 + - _GlossyReflections: 0 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 - _SmoothnessTextureChannel: 0 - - _SpecularHighlights: 1 + - _SpecularHighlights: 0 - _SrcBlend: 1 - _UVSec: 0 - _ZWrite: 1 diff --git a/Assets/Mirror/Examples/TestNT/Materials/PlayerNinja.mat b/Assets/Mirror/Examples/TestNT/Materials/PlayerNinja.mat index 1768c39f0..e68fcfdfe 100644 --- a/Assets/Mirror/Examples/TestNT/Materials/PlayerNinja.mat +++ b/Assets/Mirror/Examples/TestNT/Materials/PlayerNinja.mat @@ -9,7 +9,9 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: PlayerNinja m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: [] + m_ValidKeywords: + - _GLOSSYREFLECTIONS_OFF + - _SPECULARHIGHLIGHTS_OFF m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -63,14 +65,14 @@ Material: - 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//GameObject npc = Instantiate(TestNTNetworkManager.singleton.npcPrefab); - //npc.GetComponent().playerName = "NPC"; - //npc.GetComponent().enabled = true; - //npc.GetComponent().enabled = true; - //NetworkServer.Spawn(npc); - //NpcList.Add(npc); + StartCoroutine(SpawnNPC()); + } + + IEnumerator SpawnNPC() + { + GameObject npc = Instantiate(TestNTNetworkManager.singleton.npcPrefab); + npc.GetComponent().playerName = "NPC"; + npc.GetComponent().enabled = true; + npc.GetComponent().enabled = true; + NetworkServer.Spawn(npc); + NpcList.Add(npc); + + yield return new WaitForSeconds(.3f); GameObject npcNinja = Instantiate(TestNTNetworkManager.singleton.npcNinjaPrefab); npcNinja.GetComponent().playerName = "NPC-Ninja"; diff --git a/Assets/Mirror/Examples/TestNT/Scripts/NTRCustomSendInterval.cs b/Assets/Mirror/Examples/TestNT/Scripts/NTRCustomSendInterval.cs index f9dc3c74c..51c5074c6 100644 --- a/Assets/Mirror/Examples/TestNT/Scripts/NTRCustomSendInterval.cs +++ b/Assets/Mirror/Examples/TestNT/Scripts/NTRCustomSendInterval.cs @@ -6,20 +6,17 @@ public class NTRCustomSendInterval : NetworkTransformBase { - uint sendIntervalCounter = 0; - double lastSendIntervalTime = double.MinValue; - - float onlySyncOnChangeInterval => onlySyncOnChangeCorrectionMultiplier * sendIntervalMultiplier; - [Header("Sync Only If Changed")] [Tooltip("When true, changes are not sent unless greater than sensitivity values below.")] public bool onlySyncOnChange = true; + float onlySyncOnChangeInterval => onlySyncOnChangeCorrectionMultiplier * sendIntervalMultiplier; + [Tooltip("If we only sync on change, then we need to correct old snapshots if more time than sendInterval * multiplier has elapsed.\n\nOtherwise the first move will always start interpolating from the last move sequence's time, which will make it stutter when starting every time.")] public float onlySyncOnChangeCorrectionMultiplier = 2; - // uint so non negative. [Header("Send Interval Multiplier")] - [Tooltip("Send every multiple of Network Manager send interval (= 1 / NM Send Rate).")] + [Tooltip("Check/Sync every multiple of Network Manager send interval (= 1 / NM Send Rate), instead of every send interval.")] + [Range(1, 120)] public uint sendIntervalMultiplier = 3; [Header("Rotation")] @@ -47,6 +44,9 @@ public class NTRCustomSendInterval : NetworkTransformBase public Vector3 velocity; public Vector3 angVelocity; + uint sendIntervalCounter = 0; + double lastSendIntervalTime = double.MinValue; + // delta compression needs to remember 'last' to compress against protected Vector3Long lastSerializedPosition = Vector3Long.zero; protected Vector3Long lastDeserializedPosition = Vector3Long.zero; @@ -76,7 +76,7 @@ void LateUpdate() // the possibility of Update() running first before the object's movement // script's Update(), which then causes NT to send every alternate frame // instead. - if (isServer || (IsClientWithAuthority && NetworkClient.ready)) // is NetworkClient.ready even needed? + if (isServer || (IsClientWithAuthority && NetworkClient.ready)) { if (sendIntervalCounter == sendIntervalMultiplier && (!onlySyncOnChange || Changed(Construct()))) SetDirty(); @@ -167,23 +167,23 @@ protected virtual void UpdateClient() protected virtual void CheckLastSendTime() { - // timeAsDouble not available in older Unity versions. -#if !UNITY_2020_3_OR_NEWER - if (AccurateInterval.Elapsed(NetworkTime.localTime, NetworkServer.sendInterval, ref lastSendIntervalTime)) - { - if (sendIntervalCounter == sendIntervalMultiplier) - sendIntervalCounter = 0; - sendIntervalCounter++; - } -#else +#if UNITY_2020_3_OR_NEWER if (AccurateInterval.Elapsed(Time.timeAsDouble, NetworkServer.sendInterval, ref lastSendIntervalTime)) { if (sendIntervalCounter == sendIntervalMultiplier) sendIntervalCounter = 0; sendIntervalCounter++; } - } +#else + // timeAsDouble not available in older Unity versions. + if (AccurateInterval.Elapsed(NetworkTime.localTime, NetworkServer.sendInterval, ref lastSendIntervalTime)) + { + if (sendIntervalCounter == sendIntervalMultiplier) + sendIntervalCounter = 0; + sendIntervalCounter++; + } #endif + } // check if position / rotation / scale changed since last sync protected virtual bool Changed(TransformSnapshot current) => @@ -235,7 +235,7 @@ public override void OnSerialize(NetworkWriter writer, bool initialState) // regular serialisation the delta compression will get wrong values. // Notes: // 1. Interestingly only the older clients have it wrong, because at the end - // of the function, last = snapshot which is the initial state's snapshot + // of this function, last = snapshot which is the initial state's snapshot // 2. Regular NTR gets by this bug because it sends every frame anyway so initialstate // snapshot constructed would have been the same as the last anyway. if (last.remoteTime > 0) diff --git a/Assets/Mirror/Examples/TestNT/Scripts/PlayerBuffers.cs b/Assets/Mirror/Examples/TestNT/Scripts/PlayerBuffers.cs index 86675e7ab..a431e9df8 100644 --- a/Assets/Mirror/Examples/TestNT/Scripts/PlayerBuffers.cs +++ b/Assets/Mirror/Examples/TestNT/Scripts/PlayerBuffers.cs @@ -12,8 +12,8 @@ public class PlayerBuffers : NetworkBehaviour public NTRCustomSendInterval NTRCustomSendInterval; public NetworkTransform NetworkTransform; public NetworkTransformReliable NetworkTransformReliable; - public TextMeshPro serverBufferText; public TextMeshPro clientBufferText; + public TextMeshPro serverBufferText; public TextMeshPro snapIntText; [Header("Diagnostics - Do Not Modify")] @@ -27,8 +27,8 @@ private void OnValidate() NetworkTransformReliable = GetComponent(); // Force overrideColorTags true so we can change the color without tags - serverBufferText.overrideColorTags = true; clientBufferText.overrideColorTags = true; + serverBufferText.overrideColorTags = true; this.enabled = false; } @@ -46,6 +46,25 @@ public override void OnStopClient() void Update() { + /////// Client + if (NTRCustomSendInterval) + clientSnapCount = NTRCustomSendInterval.clientSnapshots.Count; + if (NetworkTransform) + clientSnapCount = NetworkTransform.clientSnapshots.Count; + if (NetworkTransformReliable) + clientSnapCount = NetworkTransformReliable.clientSnapshots.Count; + + if (clientSnapCount < 2) + clientBufferText.color = Color.black; + else if (clientSnapCount < 3) + clientBufferText.color = Color.green; + else if (clientSnapCount < 4) + clientBufferText.color = Color.yellow; + else + clientBufferText.color = Color.red; + + clientBufferText.text = $"C: {new string('-', clientSnapCount)}"; + /////// Server //serverSnapCount = networkTransformReliable.serverSnapshots.Count; @@ -60,25 +79,6 @@ void Update() //serverBufferText.text = "S: " + new string('-', serverSnapCount); - /////// Client - if (NTRCustomSendInterval) - clientSnapCount = NTRCustomSendInterval.clientSnapshots.Count; - if (NetworkTransform) - clientSnapCount = NetworkTransform.clientSnapshots.Count; - if (NetworkTransformReliable) - clientSnapCount = NetworkTransformReliable.clientSnapshots.Count; - - if (clientSnapCount < 2) - clientBufferText.color = Color.gray; - else if (clientSnapCount < 3) - clientBufferText.color = Color.green; - else if (clientSnapCount < 4) - clientBufferText.color = Color.yellow; - else - clientBufferText.color = Color.red; - - clientBufferText.text = "C: " + new string('-', clientSnapCount); - /////// Snap Interpolation //snapIntText.text = $"{networkTransformReliable.velocity.magnitude:N2}" + // $"\n{transform.position}"; @@ -86,8 +86,8 @@ void Update() void LateUpdate() { - serverBufferText.transform.forward = mainCamTransform.forward; clientBufferText.transform.forward = mainCamTransform.forward; + serverBufferText.transform.forward = mainCamTransform.forward; snapIntText.transform.forward = mainCamTransform.forward; } } diff --git a/Assets/Mirror/Examples/TestNT/Scripts/PlayerHeight.cs b/Assets/Mirror/Examples/TestNT/Scripts/PlayerHeight.cs index 2d6e4d20b..c3482e489 100644 --- a/Assets/Mirror/Examples/TestNT/Scripts/PlayerHeight.cs +++ b/Assets/Mirror/Examples/TestNT/Scripts/PlayerHeight.cs @@ -1,7 +1,6 @@ -using Mirror; using System; -using TMPro; using UnityEngine; +using TMPro; namespace TestNT { diff --git a/Assets/Mirror/Examples/TestNT/Scripts/PlayerMove.cs b/Assets/Mirror/Examples/TestNT/Scripts/PlayerMove.cs index fe5b4ff3f..de575e473 100644 --- a/Assets/Mirror/Examples/TestNT/Scripts/PlayerMove.cs +++ b/Assets/Mirror/Examples/TestNT/Scripts/PlayerMove.cs @@ -1,6 +1,6 @@ +using System; using UnityEngine; using Mirror; -using System; namespace TestNT { @@ -249,7 +249,15 @@ void HandleTurning() // Headless client forced to ground void HandleJumping() { - jumpSpeed = Physics.gravity.y * Time.deltaTime; + if (groundState != GroundState.Grounded) + { + // handles running off a cliff and/or player released Spacebar. + groundState = GroundState.Falling; + jumpSpeed = Mathf.Min(jumpSpeed, maxJumpSpeed); + jumpSpeed += Physics.gravity.y * Time.deltaTime; + } + else + jumpSpeed = Physics.gravity.y * Time.deltaTime; } #endif diff --git a/Assets/Mirror/Examples/TestNT/Scripts/PlayerName.cs b/Assets/Mirror/Examples/TestNT/Scripts/PlayerName.cs index 1d894e085..abc8d043c 100644 --- a/Assets/Mirror/Examples/TestNT/Scripts/PlayerName.cs +++ b/Assets/Mirror/Examples/TestNT/Scripts/PlayerName.cs @@ -1,7 +1,7 @@ +using System.Collections.Generic; using UnityEngine; using Mirror; using TMPro; -using System.Collections.Generic; namespace TestNT { diff --git a/Assets/Mirror/Examples/TestNT/Scripts/TestNTNetworkManager.cs b/Assets/Mirror/Examples/TestNT/Scripts/TestNTNetworkManager.cs index 93a41cf3e..7f6f5334e 100644 --- a/Assets/Mirror/Examples/TestNT/Scripts/TestNTNetworkManager.cs +++ b/Assets/Mirror/Examples/TestNT/Scripts/TestNTNetworkManager.cs @@ -19,9 +19,9 @@ public class TestNTNetworkManager : NetworkManager public GameObject playerNinjaPrefab; public GameObject botPrefab; - public GameObject npcPrefab; - public GameObject botNinjaPrefab; + + public GameObject npcPrefab; public GameObject npcNinjaPrefab; /// diff --git a/Assets/Mirror/Tests/Editor/NetworkManagerStopHostOnServerDisconnectTest.cs b/Assets/Mirror/Tests/Editor/NetworkManagerStopHostOnServerDisconnectTest.cs index 94c781714..42f0f326c 100644 --- a/Assets/Mirror/Tests/Editor/NetworkManagerStopHostOnServerDisconnectTest.cs +++ b/Assets/Mirror/Tests/Editor/NetworkManagerStopHostOnServerDisconnectTest.cs @@ -36,5 +36,19 @@ public void StopHostCallsOnServerDisconnectForHostClient() manager.StopHost(); Assert.That(manager.called, Is.EqualTo(1)); } + + [Test] + public void StopClientCallsOnServerDisconnectForHostClient() + { + // OnServerDisconnect is always called when a client disconnects. + // it should also be called for the host client when we stop the host + Assert.That(manager.called, Is.EqualTo(0)); + manager.StartHost(); + manager.StopClient(); + Assert.That(manager.called, Is.EqualTo(1)); + Assert.That(NetworkServer.connections.Count, Is.EqualTo(0)); + Assert.That(NetworkServer.localConnection, Is.Null); + Assert.That(NetworkClient.connection, Is.Null); + } } } diff --git a/Assets/Mirror/Transports/KCP/kcp2k/VERSION.txt b/Assets/Mirror/Transports/KCP/kcp2k/VERSION.txt index 3857aa79e..58399adf7 100755 --- a/Assets/Mirror/Transports/KCP/kcp2k/VERSION.txt +++ b/Assets/Mirror/Transports/KCP/kcp2k/VERSION.txt @@ -1,3 +1,8 @@ +V1.34 [2023-03-15] +- Send/SendTo/Receive/ReceiveFrom NonBlocking extensions. + to encapsulate WouldBlock allocations, exceptions, etc. + allows for reuse when overwriting KcpServer/Client (i.e. for relays). + V1.33 [2023-03-14] - perf: KcpServer/Client RawReceive now call socket.Poll to avoid non-blocking socket's allocating a new SocketException in case they WouldBlock. diff --git a/Assets/Mirror/Transports/KCP/kcp2k/highlevel/Extensions.cs b/Assets/Mirror/Transports/KCP/kcp2k/highlevel/Extensions.cs index aae5407c3..490a7fddb 100644 --- a/Assets/Mirror/Transports/KCP/kcp2k/highlevel/Extensions.cs +++ b/Assets/Mirror/Transports/KCP/kcp2k/highlevel/Extensions.cs @@ -1,6 +1,162 @@ +using System; +using System.Net; +using System.Net.Sockets; + namespace kcp2k { public static class Extensions { + // non-blocking UDP send. + // allows for reuse when overwriting KcpServer/Client (i.e. for relays). + // => wrapped with Poll to avoid WouldBlock allocating new SocketException. + // => wrapped with try-catch to ignore WouldBlock exception. + // make sure to set socket.Blocking = false before using this! + public static bool SendToNonBlocking(this Socket socket, ArraySegment data, EndPoint remoteEP) + { + try + { + // when using non-blocking sockets, SendTo may return WouldBlock. + // in C#, WouldBlock throws a SocketException, which is expected. + // unfortunately, creating the SocketException allocates in C#. + // let's poll first to avoid the WouldBlock allocation. + // note that this entirely to avoid allocations. + // non-blocking UDP doesn't need Poll in other languages. + // and the code still works without the Poll call. + if (!socket.Poll(0, SelectMode.SelectWrite)) return false; + + // send to the the endpoint. + // do not send to 'newClientEP', as that's always reused. + // fixes https://github.com/MirrorNetworking/Mirror/issues/3296 + socket.SendTo(data.Array, data.Offset, data.Count, SocketFlags.None, remoteEP); + return true; + } + catch (SocketException e) + { + // for non-blocking sockets, SendTo may throw WouldBlock. + // in that case, simply drop the message. it's UDP, it's fine. + if (e.SocketErrorCode == SocketError.WouldBlock) return false; + + // otherwise it's a real socket error. throw it. + throw; + } + } + + // non-blocking UDP send. + // allows for reuse when overwriting KcpServer/Client (i.e. for relays). + // => wrapped with Poll to avoid WouldBlock allocating new SocketException. + // => wrapped with try-catch to ignore WouldBlock exception. + // make sure to set socket.Blocking = false before using this! + public static bool SendNonBlocking(this Socket socket, ArraySegment data) + { + try + { + // when using non-blocking sockets, SendTo may return WouldBlock. + // in C#, WouldBlock throws a SocketException, which is expected. + // unfortunately, creating the SocketException allocates in C#. + // let's poll first to avoid the WouldBlock allocation. + // note that this entirely to avoid allocations. + // non-blocking UDP doesn't need Poll in other languages. + // and the code still works without the Poll call. + if (!socket.Poll(0, SelectMode.SelectWrite)) return false; + + // SendTo allocates. we used bound Send. + socket.Send(data.Array, data.Offset, data.Count, SocketFlags.None); + return true; + } + catch (SocketException e) + { + // for non-blocking sockets, SendTo may throw WouldBlock. + // in that case, simply drop the message. it's UDP, it's fine. + if (e.SocketErrorCode == SocketError.WouldBlock) return false; + + // otherwise it's a real socket error. throw it. + throw; + } + } + + // non-blocking UDP receive. + // allows for reuse when overwriting KcpServer/Client (i.e. for relays). + // => wrapped with Poll to avoid WouldBlock allocating new SocketException. + // => wrapped with try-catch to ignore WouldBlock exception. + // make sure to set socket.Blocking = false before using this! + public static bool ReceiveFromNonBlocking(this Socket socket, byte[] recvBuffer, out ArraySegment data, ref EndPoint remoteEP) + { + data = default; + + try + { + // when using non-blocking sockets, ReceiveFrom may return WouldBlock. + // in C#, WouldBlock throws a SocketException, which is expected. + // unfortunately, creating the SocketException allocates in C#. + // let's poll first to avoid the WouldBlock allocation. + // note that this entirely to avoid allocations. + // non-blocking UDP doesn't need Poll in other languages. + // and the code still works without the Poll call. + if (!socket.Poll(0, SelectMode.SelectRead)) return false; + + // NOTE: ReceiveFrom allocates. + // we pass our IPEndPoint to ReceiveFrom. + // receive from calls newClientEP.Create(socketAddr). + // IPEndPoint.Create always returns a new IPEndPoint. + // https://github.com/mono/mono/blob/f74eed4b09790a0929889ad7fc2cf96c9b6e3757/mcs/class/System/System.Net.Sockets/Socket.cs#L1761 + // + // throws SocketException if datagram was larger than buffer. + // https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.socket.receive?view=net-6.0 + int size = socket.ReceiveFrom(recvBuffer, 0, recvBuffer.Length, SocketFlags.None, ref remoteEP); + data = new ArraySegment(recvBuffer, 0, size); + return true; + } + catch (SocketException e) + { + // for non-blocking sockets, Receive throws WouldBlock if there is + // no message to read. that's okay. only log for other errors. + if (e.SocketErrorCode == SocketError.WouldBlock) return false; + + // otherwise it's a real socket error. throw it. + throw; + } + } + + // non-blocking UDP receive. + // allows for reuse when overwriting KcpServer/Client (i.e. for relays). + // => wrapped with Poll to avoid WouldBlock allocating new SocketException. + // => wrapped with try-catch to ignore WouldBlock exception. + // make sure to set socket.Blocking = false before using this! + public static bool ReceiveNonBlocking(this Socket socket, byte[] recvBuffer, out ArraySegment data) + { + data = default; + + try + { + // when using non-blocking sockets, ReceiveFrom may return WouldBlock. + // in C#, WouldBlock throws a SocketException, which is expected. + // unfortunately, creating the SocketException allocates in C#. + // let's poll first to avoid the WouldBlock allocation. + // note that this entirely to avoid allocations. + // non-blocking UDP doesn't need Poll in other languages. + // and the code still works without the Poll call. + if (!socket.Poll(0, SelectMode.SelectRead)) return false; + + // ReceiveFrom allocates. we used bound Receive. + // returns amount of bytes written into buffer. + // throws SocketException if datagram was larger than buffer. + // https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.socket.receive?view=net-6.0 + // + // throws SocketException if datagram was larger than buffer. + // https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.socket.receive?view=net-6.0 + int size = socket.Receive(recvBuffer, 0, recvBuffer.Length, SocketFlags.None); + data = new ArraySegment(recvBuffer, 0, size); + return true; + } + catch (SocketException e) + { + // for non-blocking sockets, Receive throws WouldBlock if there is + // no message to read. that's okay. only log for other errors. + if (e.SocketErrorCode == SocketError.WouldBlock) return false; + + // otherwise it's a real socket error. throw it. + throw; + } + } } } \ No newline at end of file diff --git a/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpClient.cs b/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpClient.cs index 8803e4059..833dfdac3 100644 --- a/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpClient.cs +++ b/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpClient.cs @@ -17,7 +17,7 @@ public class KcpClient public EndPoint remoteEndPoint; // config - readonly KcpConfig config; + protected readonly KcpConfig config; // raw receive buffer always needs to be of 'MTU' size, even if // MaxMessageSize is larger. kcp always sends in MTU segments and having @@ -35,10 +35,10 @@ public class KcpClient // events are readonly, set in constructor. // this ensures they are always initialized when used. // fixes https://github.com/MirrorNetworking/Mirror/issues/3337 and more - readonly Action OnConnected; - readonly Action, KcpChannel> OnData; - readonly Action OnDisconnected; - readonly Action OnError; + protected readonly Action OnConnected; + protected readonly Action, KcpChannel> OnData; + protected readonly Action OnDisconnected; + protected readonly Action OnError; // state public bool connected; @@ -131,40 +131,19 @@ protected virtual bool RawReceive(out ArraySegment segment) try { - // when using non-blocking sockets, ReceiveFrom may return WouldBlock. - // in C#, WouldBlock throws a SocketException, which is expected. - // unfortunately, creating the SocketException allocates in C#. - // let's poll first to avoid the WouldBlock allocation. - // note that this entirely to avoid allocations. - // non-blocking UDP doesn't need Poll in other languages. - // and the code still works without the Poll call. - if (!socket.Poll(0, SelectMode.SelectRead)) return false; - - // ReceiveFrom allocates. we used bound Receive. - // returns amount of bytes written into buffer. - // throws SocketException if datagram was larger than buffer. - // https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.socket.receive?view=net-6.0 - int msgLength = socket.Receive(rawReceiveBuffer); - - //Log.Debug($"KCP: client raw recv {msgLength} bytes = {BitConverter.ToString(buffer, 0, msgLength)}"); - segment = new ArraySegment(rawReceiveBuffer, 0, msgLength); - return true; + return socket.ReceiveNonBlocking(rawReceiveBuffer, out segment); } // for non-blocking sockets, Receive throws WouldBlock if there is // no message to read. that's okay. only log for other errors. catch (SocketException e) { - if (e.SocketErrorCode != SocketError.WouldBlock) - { - // the other end closing the connection is not an 'error'. - // but connections should never just end silently. - // at least log a message for easier debugging. - // for example, his can happen when connecting without a server. - // see test: ConnectWithoutServer(). - Log.Info($"KcpClient: looks like the other end has closed the connection. This is fine: {e}"); - peer.Disconnect(); - } - // WouldBlock indicates there's no data yet, so return false. + // the other end closing the connection is not an 'error'. + // but connections should never just end silently. + // at least log a message for easier debugging. + // for example, his can happen when connecting without a server. + // see test: ConnectWithoutServer(). + Log.Info($"KcpClient: looks like the other end has closed the connection. This is fine: {e}"); + peer.Disconnect(); return false; } } @@ -175,25 +154,11 @@ protected virtual void RawSend(ArraySegment data) { try { - // when using non-blocking sockets, SendTo may return WouldBlock. - // in C#, WouldBlock throws a SocketException, which is expected. - // unfortunately, creating the SocketException allocates in C#. - // let's poll first to avoid the WouldBlock allocation. - // note that this entirely to avoid allocations. - // non-blocking UDP doesn't need Poll in other languages. - // and the code still works without the Poll call. - if (!socket.Poll(0, SelectMode.SelectWrite)) return; - - socket.Send(data.Array, data.Offset, data.Count, SocketFlags.None); + socket.SendNonBlocking(data); } - // for non-blocking sockets, SendTo may throw WouldBlock. - // in that case, simply drop the message. it's UDP, it's fine. catch (SocketException e) { - if (e.SocketErrorCode != SocketError.WouldBlock) - { - Log.Error($"KcpClient: Send failed: {e}"); - } + Log.Error($"KcpClient: Send failed: {e}"); } } diff --git a/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpPeer.cs b/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpPeer.cs index 22bd9800d..89a67423d 100644 --- a/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpPeer.cs +++ b/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpPeer.cs @@ -554,7 +554,7 @@ void OnRawInputUnreliable(ArraySegment message) // invalid unreliable messages may be random internet noise. // show a warning, but don't disconnect. // otherwise attackers could disconnect someone with random noise. - Log.Warning($"KcpPeer: received unreliable message while not authenticated. Disconnecting the connection."); + Log.Warning($"KcpPeer: received unreliable message while not authenticated."); } } diff --git a/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpServer.cs b/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpServer.cs index 2f38b8279..fba6aa9a6 100644 --- a/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpServer.cs +++ b/Assets/Mirror/Transports/KCP/kcp2k/highlevel/KcpServer.cs @@ -18,13 +18,13 @@ public class KcpServer // events are readonly, set in constructor. // this ensures they are always initialized when used. // fixes https://github.com/MirrorNetworking/Mirror/issues/3337 and more - readonly Action OnConnected; - readonly Action, KcpChannel> OnData; - readonly Action OnDisconnected; - readonly Action OnError; + protected readonly Action OnConnected; + protected readonly Action, KcpChannel> OnData; + protected readonly Action OnDisconnected; + protected readonly Action OnError; // configuration - readonly KcpConfig config; + protected readonly KcpConfig config; // state protected Socket socket; @@ -154,53 +154,31 @@ protected virtual bool RawReceiveFrom(out ArraySegment segment, out int co try { - // when using non-blocking sockets, ReceiveFrom may return WouldBlock. - // in C#, WouldBlock throws a SocketException, which is expected. - // unfortunately, creating the SocketException allocates in C#. - // let's poll first to avoid the WouldBlock allocation. - // note that this entirely to avoid allocations. - // non-blocking UDP doesn't need Poll in other languages. - // and the code still works without the Poll call. - if (!socket.Poll(0, SelectMode.SelectRead)) return false; - - // NOTE: ReceiveFrom allocates. - // we pass our IPEndPoint to ReceiveFrom. - // receive from calls newClientEP.Create(socketAddr). - // IPEndPoint.Create always returns a new IPEndPoint. - // https://github.com/mono/mono/blob/f74eed4b09790a0929889ad7fc2cf96c9b6e3757/mcs/class/System/System.Net.Sockets/Socket.cs#L1761 - // - // throws SocketException if datagram was larger than buffer. - // https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.socket.receive?view=net-6.0 - int size = socket.ReceiveFrom(rawReceiveBuffer, 0, rawReceiveBuffer.Length, SocketFlags.None, ref newClientEP); - segment = new ArraySegment(rawReceiveBuffer, 0, size); - - // set connectionId to hash from endpoint - // NOTE: IPEndPoint.GetHashCode() allocates. - // it calls m_Address.GetHashCode(). - // m_Address is an IPAddress. - // GetHashCode() allocates for IPv6: - // https://github.com/mono/mono/blob/bdd772531d379b4e78593587d15113c37edd4a64/mcs/class/referencesource/System/net/System/Net/IPAddress.cs#L699 - // - // => using only newClientEP.Port wouldn't work, because - // different connections can have the same port. - connectionId = newClientEP.GetHashCode(); - return true; + if (socket.ReceiveFromNonBlocking(rawReceiveBuffer, out segment, ref newClientEP)) + { + // set connectionId to hash from endpoint + // NOTE: IPEndPoint.GetHashCode() allocates. + // it calls m_Address.GetHashCode(). + // m_Address is an IPAddress. + // GetHashCode() allocates for IPv6: + // https://github.com/mono/mono/blob/bdd772531d379b4e78593587d15113c37edd4a64/mcs/class/referencesource/System/net/System/Net/IPAddress.cs#L699 + // + // => using only newClientEP.Port wouldn't work, because + // different connections can have the same port. + connectionId = newClientEP.GetHashCode(); + return true; + } } - // for non-blocking sockets, Receive throws WouldBlock if there is - // no message to read. that's okay. only log for other errors. catch (SocketException e) { - if (e.SocketErrorCode != SocketError.WouldBlock) - { - // NOTE: SocketException is not a subclass of IOException. - // the other end closing the connection is not an 'error'. - // but connections should never just end silently. - // at least log a message for easier debugging. - Log.Info($"KcpServer: ReceiveFrom failed: {e}"); - } - // WouldBlock indicates there's no data yet, so return false. - return false; + // NOTE: SocketException is not a subclass of IOException. + // the other end closing the connection is not an 'error'. + // but connections should never just end silently. + // at least log a message for easier debugging. + Log.Info($"KcpServer: ReceiveFrom failed: {e}"); } + + return false; } // io - out. @@ -217,28 +195,11 @@ protected virtual void RawSend(int connectionId, ArraySegment data) try { - // when using non-blocking sockets, SendTo may return WouldBlock. - // in C#, WouldBlock throws a SocketException, which is expected. - // unfortunately, creating the SocketException allocates in C#. - // let's poll first to avoid the WouldBlock allocation. - // note that this entirely to avoid allocations. - // non-blocking UDP doesn't need Poll in other languages. - // and the code still works without the Poll call. - if (!socket.Poll(0, SelectMode.SelectWrite)) return; - - // send to the the endpoint. - // do not send to 'newClientEP', as that's always reused. - // fixes https://github.com/MirrorNetworking/Mirror/issues/3296 - socket.SendTo(data.Array, data.Offset, data.Count, SocketFlags.None, connection.remoteEndPoint); + socket.SendToNonBlocking(data, connection.remoteEndPoint); } - // for non-blocking sockets, SendTo may throw WouldBlock. - // in that case, simply drop the message. it's UDP, it's fine. catch (SocketException e) { - if (e.SocketErrorCode != SocketError.WouldBlock) - { - Log.Error($"KcpServer: SendTo failed: {e}"); - } + Log.Error($"KcpServer: SendTo failed: {e}"); } } diff --git a/Assets/ScriptTemplates/51-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt b/Assets/ScriptTemplates/51-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt index 5ad108264..9c4fc5701 100644 --- a/Assets/ScriptTemplates/51-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt +++ b/Assets/ScriptTemplates/51-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt @@ -45,13 +45,21 @@ public class #SCRIPTNAME# : NetworkAuthenticator public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg) { AuthResponseMessage authResponseMessage = new AuthResponseMessage(); - conn.Send(authResponseMessage); // Accept the successful authentication ServerAccept(conn); } + /// + /// Called when server stops, used to unregister message handlers if needed. + /// + public override void OnStopServer() + { + // Unregister the handler for the authentication request + NetworkServer.UnregisterHandler(); + } + #endregion #region Client @@ -72,7 +80,6 @@ public class #SCRIPTNAME# : NetworkAuthenticator public override void OnClientAuthenticate() { AuthRequestMessage authRequestMessage = new AuthRequestMessage(); - NetworkClient.Send(authRequestMessage); } @@ -86,5 +93,14 @@ public class #SCRIPTNAME# : NetworkAuthenticator ClientAccept(); } + /// + /// Called when client stops, used to unregister message handlers if needed. + /// + public override void OnStopClient() + { + // Unregister the handler for the authentication response + NetworkClient.UnregisterHandler(); + } + #endregion } diff --git a/Assets/ScriptTemplates/56-Mirror__Network Discovery-NewNetworkDiscovery.cs.txt b/Assets/ScriptTemplates/56-Mirror__Network Discovery-NewNetworkDiscovery.cs.txt index 99880316a..fded0cfec 100644 --- a/Assets/ScriptTemplates/56-Mirror__Network Discovery-NewNetworkDiscovery.cs.txt +++ b/Assets/ScriptTemplates/56-Mirror__Network Discovery-NewNetworkDiscovery.cs.txt @@ -9,18 +9,34 @@ using Mirror.Discovery; public struct DiscoveryRequest : NetworkMessage { - // Add properties for whatever information you want sent by clients - // in their broadcast messages that servers will consume. + // Add public fields (not properties) for whatever information you want + // sent by clients in their broadcast messages that servers will use. } public struct DiscoveryResponse : NetworkMessage { - // Add properties for whatever information you want the server to return to - // clients for them to display or consume for establishing a connection. + // Add public fields (not properties) for whatever information you want the server + // to return to clients for them to display or use for establishing a connection. } public class #SCRIPTNAME# : NetworkDiscoveryBase { + #region Unity Callbacks + +#if UNITY_EDITOR + public override void OnValidate() + { + base.OnValidate(); + } +#endif + + public override void Start() + { + base.Start(); + } + + #endregion + #region Server ///