Struct RpcSystem
The system responsible for sending and receiving RPCs.
The RpcSystem flushes all the outgoing RPCs scheduled in the OutgoingRpcDataStreamBuffer for all the active connections. Multiple RPCs can be raised by a world (to be sent in a single frame) to each connection. Therefore, in order to reduce the number of in-flight reliable messages, the system tries to coalesce multiple RPCs into a single packet.
Because packet queue size is limited (Unity.Networking.Transport.NetworkParameterConstants.SendQueueCapacity and Unity.Networking.Transport.NetworkConfigParameter), the number of available packets may not be sufficient to flush the queue entirely. In that case, the pending messages are going to attempt to be sent during the next frame (recursively) (or when a resource is available).
When an rpc packet is received, it is first handled by the NetworkStreamReceiveSystem, which decodes the incoming network packet and appends it to the IncomingRpcDataStreamBuffer for the connection that received the message. The RpcSystem will then dequeue all the received messages, and dispatch them by invoking their execute method (IRpcCommandSerializer<T> and RpcExecutor).
Implements
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(SimulationSystemGroup), OrderLast = true)]
[UpdateAfter(typeof(EndSimulationEntityCommandBufferSystem))]
[BurstCompile]
public struct RpcSystem : ISystem, ISystemCompilerGenerated
Methods
OnCreate(ref SystemState)
Called when this system is created.
Declaration
public void OnCreate(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state | The Unity.Entities.SystemState backing this system instance |
Remarks
Implement an OnCreate function to set up system resources when it is created.
OnCreate is invoked before the the first time Unity.Entities.ISystemStartStop.OnStartRunning(ref Unity.Entities.SystemState)
and Unity.Entities.ISystem.OnUpdate(ref Unity.Entities.SystemState) are invoked.
OnCreateForCompiler(ref SystemState)
Generated by compilation pipeline and used internally.
Declaration
public void OnCreateForCompiler(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state | The Unity.Entities.SystemState backing this system instance |
OnDestroy(ref SystemState)
Called when this system is destroyed.
Declaration
[BurstCompile]
public void OnDestroy(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state | The Unity.Entities.SystemState backing this system instance |
Remarks
Systems are destroyed when the application shuts down, the World is destroyed, or you call Unity.Entities.World.DestroySystem(Unity.Entities.SystemHandle). In the Unity Editor, system destruction occurs when you exit Play Mode and when scripts are reloaded.
OnUpdate(ref SystemState)
Implement OnUpdate to perform the major work of this system.
Declaration
[BurstCompile]
public void OnUpdate(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state | The Unity.Entities.SystemState backing this system instance |
Remarks
By default, the system invokes `OnUpdate` once every frame on the main thread. To skip OnUpdate if all of the system's [EntityQueries] are empty, use the [RequireMatchingQueriesForUpdateAttribute]. To limit when OnUpdate is invoked, you can specify components that must exist, or queries that match specific Entities. To do this, call Unity.Entities.SystemState.RequireForUpdate<T>() or Unity.Entities.SystemState.RequireForUpdate(Unity.Entities.EntityQuery) in the system's OnCreate method. For more information, see Unity.Entities.SystemState.ShouldRunSystem().
You can instantiate and schedule an Unity.Entities.IJobChunk instance; you can use the [C# Job System] or you can perform work on the main thread. If you call Unity.Entities.EntityManager methods that perform structural changes on the main thread, be sure to arrange the system order to minimize the performance impact of the resulting [sync points].
[sync points]: xref:concepts-structural-changes
[C# Job System]: https://docs.unity3d.com/Manual/JobSystem.html
[EntityQueries]: xref:Unity.Entities.EntityQuery
[RequireMatchingQueriesForUpdateAttribute]: xref:Unity.Entities.RequireMatchingQueriesForUpdateAttribute