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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type:feature
主要语言
C#
星标
2.3k
派生
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3 天 16 小时
30 天内合并 PR
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描述

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);
        }

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  3. Fork 仓库,在一个分支上完成修改。
  4. 提交 Pull Request,并在描述里引用这个 Issue 编号。

调研方向

首先检查 RpcMessage.cs Deserialize 和 NetworkBehaviour.cs __beginSendServerRpc 以及 __beginSendClientRpc,同时检查现有的 LogLevel 和 NetworkLog 行为。确定 RPC 发送/接收消息是否应归入 LogLevel.Developer,或是否需要新的详细级别,然后验证两个方向都会记录 RPC 名称,同时不改变 profiler 或 metrics 的行为。

由索引模型根据 Issue 内容生成。

评估

技术栈
csharp, unity
领域
networking
Issue 类型
功能
难度
3/5
预计耗时
1-2 天
活跃度
停滞
描述清晰度
基本清楚
新手友好度
35/100

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