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chore: refactor session version serialization and configuration #3138
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NoelStephensUnity
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chore/refactor-session-version-serialization-and-configuration
Dec 2, 2024
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58 changes: 58 additions & 0 deletions
58
com.unity.netcode.gameobjects/Runtime/Configuration/SessionConfig.cs
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,58 @@ | ||
| namespace Unity.Netcode | ||
| { | ||
| internal class SessionConfig | ||
| { | ||
| /// <summary> | ||
| /// The running list of session versions | ||
| /// </summary> | ||
| public const uint NoFeatureCompatibility = 0; | ||
| public const uint BypassFeatureCompatible = 1; | ||
| public const uint ServerDistributionCompatible = 2; | ||
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| // The most current session version (!!!!set this when you increment!!!!!) | ||
| public static uint PackageSessionVersion => ServerDistributionCompatible; | ||
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| internal uint SessionVersion; | ||
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| public bool ServiceSideDistribution; | ||
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| /// <summary> | ||
| /// Service to client | ||
| /// Set when the client receives a <see cref="ConnectionApprovedMessage"/> | ||
| /// </summary> | ||
| /// <param name="serviceConfig">the session's settings</param> | ||
| public SessionConfig(ServiceConfig serviceConfig) | ||
| { | ||
| SessionVersion = serviceConfig.SessionVersion; | ||
| ServiceSideDistribution = serviceConfig.ServerRedistribution; | ||
| } | ||
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| /// <summary> | ||
| /// Can be used to directly set the version. | ||
| /// </summary> | ||
| /// <remarks> | ||
| /// If a client connects that does not support session configuration then | ||
| /// this will be invoked. The default values set in the constructor should | ||
| /// assume that no features are available. | ||
| /// Can also be used for mock/integration testing version handling. | ||
| /// </remarks> | ||
| /// <param name="version">version to set</param> | ||
| public SessionConfig(uint version) | ||
| { | ||
| SessionVersion = version; | ||
| ServiceSideDistribution = false; | ||
| } | ||
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| /// <summary> | ||
| /// Client to Service | ||
| /// Default package constructor set when <see cref="NetworkManager.Initialize(bool)"/> is invoked. | ||
| /// </summary> | ||
| public SessionConfig() | ||
| { | ||
| // The current | ||
| SessionVersion = PackageSessionVersion; | ||
| ServiceSideDistribution = false; | ||
| } | ||
| } | ||
| } | ||
2 changes: 2 additions & 0 deletions
2
com.unity.netcode.gameobjects/Runtime/Configuration/SessionConfig.cs.meta
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Does it make sense that
ServiceSideDistributionis in the ConnectionApproved and ConnectionRequested messages?There was a problem hiding this comment.
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It only makes sense because the ConnectionRequestMessage uses it to define the client/package version (unifying the version to a single location) and is not actually serialized where the ConnectionApprovedMessage actually does serialize it when received by the client.