com.unity.netcode.gameobjects@2.1.1

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
This commit is contained in:
Unity Technologies
2024-10-18 00:00:00 +00:00
parent 48c6a6121c
commit 016788c21e
34 changed files with 3048 additions and 307 deletions

View File

@@ -1463,8 +1463,6 @@ namespace Unity.Netcode.Components
// For test logging purposes
internal NetworkTransformState SynchronizeState;
// DANGO-TODO: We will want to remove this when we migrate NetworkTransforms to a dedicated internal message
private const ushort k_NetworkTransformStateMagic = 0xf48d;
#endregion
#region ONSYNCHRONIZE
@@ -1489,19 +1487,10 @@ namespace Unity.Netcode.Components
HalfVectorRotation = new HalfVector4(),
HalfVectorScale = new HalfVector3(),
NetworkDeltaPosition = new NetworkDeltaPosition(),
};
if (serializer.IsWriter)
{
// DANGO-TODO: This magic value is sent to the server in order to identify the network transform.
// The server discards it before forwarding synchronization data to other clients.
if (NetworkManager.DistributedAuthorityMode && NetworkManager.CMBServiceConnection)
{
var writer = serializer.GetFastBufferWriter();
writer.WriteValueSafe(k_NetworkTransformStateMagic);
}
SynchronizeState.IsTeleportingNextFrame = true;
var transformToCommit = transform;
// If we are using Half Float Precision, then we want to only synchronize the authority's m_HalfPositionState.FullPosition in order for
@@ -3060,12 +3049,44 @@ namespace Unity.Netcode.Components
base.InternalOnNetworkSessionSynchronized();
}
private void ApplyPlayerTransformState()
{
SynchronizeState.InLocalSpace = InLocalSpace;
SynchronizeState.UseInterpolation = Interpolate;
SynchronizeState.QuaternionSync = UseQuaternionSynchronization;
SynchronizeState.UseHalfFloatPrecision = UseHalfFloatPrecision;
SynchronizeState.QuaternionCompression = UseQuaternionCompression;
SynchronizeState.UsePositionSlerp = SlerpPosition;
}
/// <summary>
/// For dynamically spawned NetworkObjects, when the non-authority instance's client is already connected and
/// the SynchronizeState is still pending synchronization then we want to finalize the synchornization at this time.
/// </summary>
protected internal override void InternalOnNetworkPostSpawn()
{
// This is a special case for client-server where a server is spawning an owner authoritative NetworkObject but has yet to serialize anything.
// When the server detects that:
// - We are not in a distributed authority session (DAHost check).
// - This is the first/root NetworkTransform.
// - We are in owner authoritative mode.
// - The NetworkObject is not owned by the server.
// - The SynchronizeState.IsSynchronizing is set to false.
// Then we want to:
// - Force the "IsSynchronizing" flag so the NetworkTransform has its state updated properly and runs through the initialization again.
// - Make sure the SynchronizingState is updated to the instantiated prefab's default flags/settings.
if (NetworkManager.IsServer && !NetworkManager.DistributedAuthorityMode && m_IsFirstNetworkTransform && !OnIsServerAuthoritative() && !IsOwner && !SynchronizeState.IsSynchronizing)
{
// Assure the first/root NetworkTransform has the synchronizing flag set so the server runs through the final post initialization steps
SynchronizeState.IsSynchronizing = true;
// Assure the SynchronizeState matches the initial prefab's values for each associated NetworkTransfrom (this includes root + all children)
foreach (var child in NetworkObject.NetworkTransforms)
{
child.ApplyPlayerTransformState();
}
// Now fall through to the final synchronization portion of the spawning for NetworkTransform
}
if (!CanCommitToTransform && NetworkManager.IsConnectedClient && SynchronizeState.IsSynchronizing)
{
NonAuthorityFinalizeSynchronization();