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