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ServerRpc

Introduction

A ServerRpc provides you with the ability to send information from a client to a server just like you would invoke a method from within a class. A ServerRpc is a remote procedure call (RPC) that can be only invoked by a client and will always be received and executed on the server/host.

Declaring a ServerRpc

You can declare a ServerRpc by:

  1. Creating a method that ends with the ServerRpc suffix within a NetworkBehaviour derived class.
  2. Adding the [ServerRpc] attribute above the method

Example of declaring a ServerRpc:

public class SomeNetworkBehaviour : NetworkBehaviour
{
[ServerRpc]
public void PingServerRpc(int pingCount)
{

}
}

The above example uses the default [ServerRpc] attribute settings which only allows a client owner (client that owns NetworkObject associated with the NetworkBehaviour containing the ServerRpc method) invocation rights. Any client that isn't the owner won't be allowed to invoke the ServerRpc.

ServerRpc Ownership And ServerRpcParams

There are times where you might want any client to have ServerRpc invocation rights. You can easily accomplish this by setting the ServerRpc attribute's RequireOwnership parameter to false like in the example below:

[ServerRpc(RequireOwnership = false)]
public void MyGlobalServerRpc(ServerRpcParams serverRpcParams = default)
{
var clientId = serverRpcParams.Receive.SenderClientId;
if (NetworkManager.ConnectedClients.ContainsKey(clientId))
{
var client = NetworkManager.ConnectedClients[clientId];
// Do things for this client
}
}

In the above example, you will also notice that MyGlobalServerRpc takes a single parameter of type ServerRpcParams. This parameter type is optional, but it can be useful to identify which client was requesting the server invoke the RPC. The ServerRpcParams.Receive.SenderClientId property is automatically set upon the server receiving the ServerRpc request and used to get the server-side NetworkClient instance of the client (sender).

Best Practice

Using the ServerRpcParams.Receive.SenderClientId property is considered the best practice to identify which client was invoking the ServerRpc. It isn't recommended to send the client identifier via an additional ulong parameter added to the ServerRpc:

[ServerRpc(RequireOwnership = false)]
public void MyGlobalServerRpc(ulong clientId) // This is considered a bad practice (Not Recommended)
{
if (NetworkManager.ConnectedClients.ContainsKey(clientId))
{
var client = NetworkManager.ConnectedClients[clientId];
// Do things for this client
}
}

The primary reason, especially when RequireOwnership == false, is that it can introduce potential security issues. The secondary reason is that this value is already automatically provided to you via ServerRpcParams without the additional ulong parameter bandwidth overhead you would incur by sending the client identifier as a ServerRpc parameter.

Now, taking the best practices example into consideration, you might want to have other valid parameters added to your ServerRpc. When adding additional parameters other than the ServerRpcParams parameter, you must declare ServerRpcParams as the last parameter of the ServerRpc:

[ServerRpc(RequireOwnership = false)]
public void PlayerShootGunServerRpc(Vector3 lookWorldPosition, ServerRpcParams serverRpcParams = default)
{
var clientId = serverRpcParams.Receive.SenderClientId;
if (NetworkManager.ConnectedClients.ContainsKey(clientId))
{
var client = NetworkManager.ConnectedClients[clientId];
var castRay = new Ray(client.PlayerObject.transform.position, lookWorldPosition);
RaycastHit rayCastHit;
if (Physics.Raycast(castRay, out rayCastHit, 100.0f))
{
// Handle shooting something
}
}
}

Looking at the above example, we can see the client invoking the PlayerShootGunServerRpc method passes in a world position based on perhaps a screen space crosshair position to world space position, the ServerRpcParams, and the ServerRpc doesn't require ownership.

Alternate Owner Example

Of course, if your project's design was such that a weapon changes ownership when it's picked up by a player, then you would only allow owners to invoke the method and would only need the one Vector3 parameter like in the example below:

[ServerRpc]
public void PlayerOwnerShootGunServerRpc(Vector3 lookWorldPosition)
{
if (NetworkManager.ConnectedClients.ContainsKey(OwnerClientId))
{
var client = NetworkManager.ConnectedClients[OwnerClientId];
var castRay = new Ray(client.PlayerObject.transform.position, lookWorldPosition);
RaycastHit rayCastHit;
if (Physics.Raycast(castRay, out rayCastHit, 100.0f))
{
// Handle shooting something
}
}
}

Invoking a ServerRpc

From the example below that uses the PlayerOwnerShootGunServerRpc method, you can see that you would invoke it just any other method:

private void Update()
{
if (!IsSpawned || !IsOwner)
{
return;
}

if (Input.GetKeyDown(KeyCode.Space))
{
var point = new Vector3();
var currentEvent = Event.current;
var mousePos = new Vector2();

// Get the mouse position from Event.
// Note that the y position from Event is inverted.
mousePos.x = currentEvent.mousePosition.x;
mousePos.y = Camera.current.pixelHeight - currentEvent.mousePosition.y;

point = Camera.current.ScreenToWorldPoint(new Vector3(mousePos.x,
mousePos.y, Camera.current.nearClipPlane));

PlayerOwnerShootGunServerRpc(point);
}
}

ServerRpc Timing

The following are a few timing diagrams to help provide additional visual context when invoking a ServerRpc.

Client can invoke a server RPC on a Network Object. The RPC will be placed in the local queue and then sent to the server, where it will be executed on the server version of the same Network Object.
Clients can invoke server RPCs on Client Hosts the same way they can invoke server RPCs on the regular servers: the RPC will be placed in the local queue and then sent to the Client Host, where it will be executed on the Client Host's version of the same Network Object.
When a server RPC is invoked by the Client Host, the RPC will be placed in a local queue and then executed on the Client Host after a short delay. The same happens for pure servers.

See Also