Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects
RPC send/receive logging as an additional verbose logging level for developer debugging
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Beschreibung
It's excellent that RPCs appear in the Profiler. However, sometimes it's still nice to have logging of your RPCs that are being sent or received. You could include this in LogLevel.Developer or have a new LogLevel.Verbose
In RpcMessage.cs I would modify Deserialize:
public static unsafe bool Deserialize(ref FastBufferReader reader, ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload)
{
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkObjectId);
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkBehaviourId);
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkRpcMethodId);
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
return false;
}
var networkObject = networkManager.SpawnManager.SpawnedObjects[metadata.NetworkObjectId];
var networkBehaviour = networkManager.SpawnManager.SpawnedObjects[metadata.NetworkObjectId].GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
if (networkBehaviour == null)
{
return false;
}
if (!NetworkManager.__rpc_func_table.ContainsKey(metadata.NetworkRpcMethodId))
{
return false;
}
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
{
if (NetworkLog.CurrentLogLevel == LogLevel.Developer) NetworkLog.LogInfo("RPC Received: " + rpcMethodName);
networkManager.NetworkMetrics.TrackRpcReceived(
context.SenderId,
networkObject,
rpcMethodName,
networkBehaviour.__getTypeName(),
reader.Length);
}
#endif
return true;
}
And in NetworkBehaviour.cs I would modify __beginSendServerRpc and __beginSendClientRpc:
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
internal FastBufferWriter __beginSendServerRpc(uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
#pragma warning restore IDE1006 // restore naming rule violation check
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
{
if (NetworkLog.CurrentLogLevel == LogLevel.Developer) NetworkLog.LogInfo("RPC Sent " + rpcMethodName);
}
#endif
return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize);
}
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
internal FastBufferWriter __beginSendClientRpc(uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
#pragma warning restore IDE1006 // restore naming rule violation check
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
{
if (NetworkLog.CurrentLogLevel == LogLevel.Developer) NetworkLog.LogInfo("RPC Sent " + rpcMethodName);
}
#endif
return new FastBufferWriter(k_RpcMessageDefaultSize, Allocator.Temp, k_RpcMessageMaximumSize);
}
Beitragsleitfaden
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- Öffne einen Pull Request, der die Issue-Nummer nennt.
Rechercherichtung
Beginne mit der Überprüfung von RpcMessage.cs Deserialize und NetworkBehaviour.cs __beginSendServerRpc sowie __beginSendClientRpc zusammen mit dem bestehenden Verhalten von LogLevel und NetworkLog. Entscheide, ob RPC-Sende-/Empfangsnachrichten zu LogLevel.Developer gehören oder eine neue ausführliche Ebene erfordern, und überprüfe anschließend, dass beide Richtungen den RPC-Namen protokollieren, ohne das Verhalten von Profiler oder Metriken zu ändern.
Vom Indexierungsmodell aus dem Issue-Text verfasst.
Bewertung
- Tech-Stack
- csharp, unity
- Bereich
- networking
- Issue-Typ
- Feature
- Schwierigkeit
- 3/5
- Geschätzter Aufwand
- 1-2 Tage
- Aktivitätsstatus
- Veraltet
- Klarheit
- Größtenteils klar
- Anfängerfreundlichkeit
- 35/100