Missing something important with ClientRpc (Unity Mirror) - unity3d

I'm having an issue with ClientRpc never being called any client objects. I've trolled the internet for hours, but I can't find any clues as to why my implementation isn't working.
I'm following an order of events like so:
Add players in a lobby
Switch scene to the gameplay scene
Generate random tiles on the server
Send tile data to the clients using Rpc for rendering
However, the rendering function never gets called.
NetworkManager.cs
public override void OnServerReady(NetworkConnection conn)
{
base.OnServerReady(conn);
//Make sure they're all ready
for (int i = RoomPlayers.Count - 1; i >= 0; i--)
{
if (!RoomPlayers[i].IsReady)
{
return;
}
}
//Previously add SpawnTiles to OnServerReadied
OnServerReadied?.Invoke(conn);
}
GameManager.cs
private void SpawnTiles(NetworkConnection conn)
{
//Generate rawTiles beforehand
Debug.Log(conn.isReady);
Debug.Log("Entered spawn tiles");
RpcSpawnTiles(rawTiles);
}
[ClientRpc]
public void RpcSpawnTiles(short[] rawTiles)
{
Debug.Log("Client spawning tiles");
}
And this is my output when run on a host:
True
Entered spawn tiles
It appears to never enter the Rpc function :(
Is there something super obvious that I'm missing? My GameManager does have a NetworkID attached to it

There seemed to be a combination of things that I had to do to get it to work- I'm not entirely sure which one worked, but if you are having these problems, these are some of the things I had to check-
Just basic code. Make sure that the appropriate things are being created on the client, host, or server
Make sure that there aren't any race conditions, especially when working with changing scenes. You can call stuff from OnClientSceneChanged and OnServerSceneChanged
As derHugo pointed out, I was not checking to see if my package could even be sent. It turns out that the maximum size that can be sent is 1200 bytes, while I was trying to send 100x100x4 bytes. This error didn't occur when I was testing on the host, only when there was an external client

Related

Unity Netcode's ClientRpc is not being sent across the network

I copy and pasted Unity Netcode's example code from https://docs-multiplayer.unity3d.com/docs/advanced-topics/message-system/clientrpc to test it out. This is my exact code:
public class Test : MonoBehaviour
{
public TMP_Text text;
void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
PongClientRpc(Time.frameCount, "hello, world"); // Server -> Client
}
}
[ClientRpc]
void PongClientRpc(int somenumber, string sometext)
{
text.text = $"{somenumber} : {sometext}";
Debug.Log(text.text);
}
}
What I've found is that the function just acts as a normal function whether it's called on the host application or client application, and it is never transmitted across the network. My expectation is that when it is called on the host application, the RPC would be transmitted to the client application and executed there as well, thus reflecting a change in the TMP_Text object, but clearly this is not the case.
Just to check all the boxes, this script is attached to a GameObject that also has a NetworkObject component. For good measure, I tested the TMP_Text object both with and without a NetworkObject component attached. In all cases, any object with a NetworkObject component was properly added to the NetworkManager's network prefabs list.
I'm starting to question if I even understand what an RPC is or how it's supposed to work. Any insights would be greatly appreciated!
This class needs to be derived from NetworkBehavior not MonoBehaviour else it won't be networked.
Make sure to add using Unity.Netcode; at the top of the class.

Unet, how to sync a counter to check if all players are ready

I'm making a multiplayer bomberman game using Unet. I'm trying to create a ready check to start the game when everyone else is ready.
I tried using a sync var,Command and Rpc calls, but nothing seems to work properly.
When using a Cmd call this way (called when a player pushes the ready button)
[Command]
private void CmdIncreaseReady()
{
IncreaseReady();
RpcIncreaseReady();
}
[ClientRpc]
private void RpcIncreaseReady()
{
IncreaseReady();
}
private void IncreaseReady() {
playersReady++;
//ChechAllReady();
}
When pressed on the client, everyone's counter is 0 (it should be one), and when pressed on the server, the server's counter is 2 and the client 1.
I've tried to call Cmd when !isServer and Rpc when it is, and the result is that stills doesn't update when pressed on the client, but it is updated correctly (the counter is 1 on both), when pressed on the server.
if (!isServer)
{
CmdIncreaseReady();
}
else
{
RpcIncreaseReady();
}
If I delete the IncreaseReady() call on the Cmd, the result is the same than above.
I've tried too to use a [SyncVar] to the counter, with and without a hook, passing 1 on the hook (to increment the counter that amount) and passing the already counter incremented and set variable to that number, nothing seems to work.
I really don't know how to make it work anymore. Could someone help me? I'm really desperate with this. I've searched everywhere.
The script is the game manager, when every client has his version, it has a Netework Identity and has Local player Authority.
I've tried another approach, passing the increased number on the Cmd and Rpc, and inside the functions, just set the playersReady = i. Even that doesn't work.
[UPDATE]:
So, I've found the specific problem that I want to solve, and it's to Sync non-player objects properties.
I've tried to spawn the Game Manager with Client Authority, and now it seems to sync correctly only on the server, the client stills doesn't call the Cmd propety.
Looking at the Debug mode in the inspector, I've been able to see that on the server, hasAutority is true, but is false on the client.
This is a fragment of the code on the player script where I spawn the game manager:
void Update()
{
if (!sceneLoaded)
{
if(isServer & SceneManager.GetActiveScene().name == "Main Scene")
//if (SceneManager.GetActiveScene().name == "Main Scene")
{
if (connectionToClient.isReady)
{
var go = (GameObject)Instantiate(gameManager);
NetworkServer.SpawnWithClientAuthority(go, connectionToClient);
go.transform.SetParent(null);
//go.GetComponent<NetworkIdentity>().AssignClientAuthority(connectionToClient);
globalManager = go.GetComponent<FSM>();
//SetFSM();
sceneLoaded = true;
}
}
}
UNET has a Lobby system which does exactly what I think you want. It has a per-player ready state, so that the game starts when all players are ready.
I would recommend using that, as it saves you having to reimplement things like dropping out, rejoining etc...

Unity UNET- Can't spawn object with client authority

I have a problem where I can't spawn the selected object from clients. It works perfectly when the action is performed by the host, but not when a client attempts it. When a client attempts it, I get the following error: "SpawnWithClientAuthority player object is not a player". This is quite confusing as it works perfectly when it's performed by the host.
The code for this particular part is the following:
private void updateAppearance(GameObject newObject)
{
Destroy(appearance);
hiderModel.SetActive(false);
int newObjectNum = propNames.IndexOf(newObject.name);
activePropIndex = newObjectNum;
Debug.Log(newObjectNum);
newObject = (GameObject)Instantiate(props[newObjectNum], playerCam.gameObject.transform);
newObject.transform.localPosition = new Vector3(0, getObjectHeight(newObjectNum), 0);
NetworkServer.SpawnWithClientAuthority(newObject, gameObject); <--- This part gives the error
appearance = newObject;
appearance.transform.localPosition = new Vector3(0, appearance.transform.localPosition.y, 0);
}
The object to spawn has localAuthority set and has a network transform on it.
The object is registered as a spawnable object and it is the instantiated prefab that I am passing to the SpawnWithClientAuthority method. As far as I have read, this should allow the function to work, but unfortunately it doesn't.
Any ideas on how to fix this?
Thanks in advance
It works perfectly when the action is performed by the host, but not when a client attempts it
Because ONLY SERVER can spawn objects across the network.
Wrap your code to [Command] to execute it on server.

QApplication::processEvents never returns

In my application I need to wait until external program (using QProcess) is finished. I want to keep the application responsible so blocking methods are unacceptable.
Also I need to disallow user input. I've tried to make QEventLoop and exec it with QEventLoop::ExcludeUserInputEvents flag, but as documentation says it only delays an event handling:
the events are not discarded; they will be delivered the next time processEvents() is called without the ExcludeUserInputEvents flag.
So I implemented simple event filter and install it on qApp (the idea is took from Qt Application: Simulating modal behaviour (enable/disable user input)). It works well, but sometimes QApplication::processEvents function never returns even if I specify the maximum timeout. Could anyone help me to understand for what reasons it periodically happens?
class UserInputEater : public QObject
{
public:
bool eventFilter(QObject *object, QEvent *event)
{
switch(event->type())
{
case QEvent::UpdateRequest:
case QEvent::UpdateLater:
case QEvent::Paint:
return QObject::eventFilter(object, event);
default:
return true;
}
}
};
-
UserInputEater eventEater;
qApp->installEventFilter(&eventEater);
QProcess prc;
prc.start("...");
while(!prc.waitForFinished(10))
{
if(qApp->hasPendingEvents())
{
// Sometimes it never returns from processEvents
qApp->processEvents(QEventLoop::AllEvents, 100);
}
}
qApp->removeEventFilter(&eventEater);
UPD: Seems like it depends of the timeout value for QProcess::waitForFinished.
I guess you are filtering some useful events (for example, QEvent::SockAct could be involved). Try to add some debug output and find out which event types you're actually filtering. Or it might be better to specify the black list of events you want to block instead of white list of events you want to allow. See this answer.
Also you shouldn't use return QObject::eventFilter(object, event);. You should use return false. All other event filters will be called automatically.
This solution however seems weird and unreasonable to me because you can just call setEnabled(false) for your top level widget to block user input, and then you can use QApplication::processEvents without any flags.

WMI and Win32_DeviceChangeEvent - Wrong event type returned?

I am trying to register to a "Device added/ Device removed" event using WMI. When I say device - I mean something in the lines of a Disk-On-Key or any other device that has files on it which I can access...
I am registering to the event, and the event is raised, but the EventType propery is different from the one I am expecting to see.
The documentation (MSDN) states : 1- config change, 2- Device added, 3-Device removed 4- Docking. For some reason I always get a value of 1.
Any ideas ?
Here's sample code :
public class WMIReceiveEvent
{
public WMIReceiveEvent()
{
try
{
WqlEventQuery query = new WqlEventQuery(
"SELECT * FROM Win32_DeviceChangeEvent");
ManagementEventWatcher watcher = new ManagementEventWatcher(query);
Console.WriteLine("Waiting for an event...");
watcher.EventArrived +=
new EventArrivedEventHandler(
HandleEvent);
// Start listening for events
watcher.Start();
// Do something while waiting for events
System.Threading.Thread.Sleep(10000);
// Stop listening for events
watcher.Stop();
return;
}
catch(ManagementException err)
{
MessageBox.Show("An error occurred while trying to receive an event: " + err.Message);
}
}
private void HandleEvent(object sender,
EventArrivedEventArgs e)
{
Console.WriteLine(e.NewEvent.GetPropertyValue["EventType"]);
}
public static void Main()
{
WMIReceiveEvent receiveEvent = new WMIReceiveEvent();
return;
}
}
Well, I couldn't find the code. Tried on my old RAC account, nothing. Nothing in my old backups. Go figure. But I tried to work out how I did it, and I think this is the correct sequence (I based a lot of it on this article):
Get all drive letters and cache
them.
Wait for the WM_DEVICECHANGE
message, and start a timer with a
timeout of 1 second (this is done to
avoid a lot of spurious
WM_DEVICECHANGE messages that start
as start as soon as you insert the
USB key/other device and only end
when the drive is "settled").
Compare the drive letters with the
old cache and detect the new ones.
Get device information for those.
I know there are other methods, but that proved to be the only one that would work consistently in different versions of windows, and we needed that as my client used the ActiveX control on a webpage that uploaded images from any kind of device you inserted (I think they produced some kind of printing kiosk).
Oh! Yup, I've been through that, but using the raw Windows API calls some time ago, while developing an ActiveX control that detected the insertion of any kind of media. I'll try to unearth the code from my backups and see if I can tell you how I solved it. I'll subscribe to the RSS just in case somebody gets there first.
Well,
u can try win32_logical disk class and bind it to the __Instancecreationevent.
You can easily get the required info
I tried this on my system and I eventually get the right code. It just takes a while. I get a dozen or so events, and one of them is the device connect code.