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:
@@ -105,8 +105,12 @@ namespace Unity.Netcode
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continue;
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}
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peerClientIds[idx] = peerId;
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++idx;
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// This assures if the server has not timed out prior to the client synchronizing that it doesn't exceed the allocated peer count.
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if (peerClientIds.Length > idx)
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{
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peerClientIds[idx] = peerId;
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++idx;
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}
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}
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try
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@@ -496,24 +500,32 @@ namespace Unity.Netcode
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// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
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MessageManager.ProcessIncomingMessageQueue();
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InvokeOnClientDisconnectCallback(clientId);
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if (LocalClient.IsHost)
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{
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InvokeOnPeerDisconnectedCallback(clientId);
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}
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if (LocalClient.IsServer)
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{
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// We need to process the disconnection before notifying
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OnClientDisconnectFromServer(clientId);
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// Now notify the client has disconnected
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InvokeOnClientDisconnectCallback(clientId);
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if (LocalClient.IsHost)
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{
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InvokeOnPeerDisconnectedCallback(clientId);
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}
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}
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else // As long as we are not in the middle of a shutdown
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if (!NetworkManager.ShutdownInProgress)
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else
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{
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// We must pass true here and not process any sends messages as we are no longer connected.
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// Otherwise, attempting to process messages here can cause an exception within UnityTransport
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// as the client ID is no longer valid.
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NetworkManager.Shutdown(true);
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// Notify local client of disconnection
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InvokeOnClientDisconnectCallback(clientId);
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// As long as we are not in the middle of a shutdown
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if (!NetworkManager.ShutdownInProgress)
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{
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// We must pass true here and not process any sends messages as we are no longer connected.
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// Otherwise, attempting to process messages here can cause an exception within UnityTransport
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// as the client ID is no longer valid.
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NetworkManager.Shutdown(true);
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}
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}
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_TransportDisconnect.End();
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@@ -552,9 +564,6 @@ namespace Unity.Netcode
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var message = new ConnectionRequestMessage
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{
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CMBServiceConnection = NetworkManager.CMBServiceConnection,
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TickRate = NetworkManager.NetworkConfig.TickRate,
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EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement,
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// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
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ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
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ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
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@@ -562,6 +571,12 @@ namespace Unity.Netcode
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MessageVersions = new NativeArray<MessageVersionData>(MessageManager.MessageHandlers.Length, Allocator.Temp)
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};
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if (NetworkManager.CMBServiceConnection)
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{
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message.ClientConfig.TickRate = NetworkManager.NetworkConfig.TickRate;
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message.ClientConfig.EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement;
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}
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for (int index = 0; index < MessageManager.MessageHandlers.Length; index++)
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{
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if (MessageManager.MessageTypes[index] != null)
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@@ -739,8 +754,8 @@ namespace Unity.Netcode
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// Server-side spawning (only if there is a prefab hash or player prefab provided)
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if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
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{
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var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault())
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: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault());
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var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position ?? null, response.Rotation ?? null)
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: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position ?? null, response.Rotation ?? null);
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// Spawn the player NetworkObject locally
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NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
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@@ -884,7 +899,7 @@ namespace Unity.Netcode
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/// <summary>
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/// Client-Side Spawning in distributed authority mode uses this to spawn the player.
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/// </summary>
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internal void CreateAndSpawnPlayer(ulong ownerId, Vector3 position = default, Quaternion rotation = default)
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internal void CreateAndSpawnPlayer(ulong ownerId)
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{
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if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
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{
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@@ -892,7 +907,7 @@ namespace Unity.Netcode
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if (playerPrefab != null)
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{
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var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
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var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, position, rotation);
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var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, playerPrefab.transform.position, playerPrefab.transform.rotation);
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networkObject.IsSceneObject = false;
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networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
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}
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