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:
@@ -826,6 +826,13 @@ namespace Unity.Netcode
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internal void InternalOnGainedOwnership()
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{
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UpdateNetworkProperties();
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// New owners need to assure any NetworkVariables they have write permissions
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// to are updated so the previous and original values are aligned with the
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// current value (primarily for collections).
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if (OwnerClientId == NetworkManager.LocalClientId)
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{
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UpdateNetworkVariableOnOwnershipChanged();
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}
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OnGainedOwnership();
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}
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@@ -1016,9 +1023,14 @@ namespace Unity.Netcode
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internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
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internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
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internal void NetworkVariableUpdate(ulong targetClientId)
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/// <summary>
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/// Determines if a NetworkVariable should have any changes to state sent out
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/// </summary>
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/// <param name="targetClientId">target to send the updates to</param>
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/// <param name="forceSend">specific to change in ownership</param>
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internal void NetworkVariableUpdate(ulong targetClientId, bool forceSend = false)
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{
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if (!CouldHaveDirtyNetworkVariables())
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if (!forceSend && !CouldHaveDirtyNetworkVariables())
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{
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return;
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}
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@@ -1069,7 +1081,11 @@ namespace Unity.Netcode
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NetworkBehaviourIndex = behaviourIndex,
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NetworkBehaviour = this,
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TargetClientId = targetClientId,
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DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
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DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j],
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// By sending the network delivery we can forward messages immediately as opposed to processing them
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// at the end. While this will send updates to clients that cannot read, the handler will ignore anything
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// sent to a client that does not have read permissions.
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NetworkDelivery = m_DeliveryTypesForNetworkVariableGroups[j]
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};
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// TODO: Serialization is where the IsDirty flag gets changed.
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// Messages don't get sent from the server to itself, so if we're host and sending to ourselves,
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@@ -1114,6 +1130,26 @@ namespace Unity.Netcode
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return false;
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}
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/// <summary>
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/// Invoked on a new client to assure the previous and original values
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/// are synchronized with the current known value.
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/// </summary>
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/// <remarks>
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/// Primarily for collections to assure the previous value(s) is/are the
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/// same as the current value(s) in order to not re-send already known entries.
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/// </remarks>
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internal void UpdateNetworkVariableOnOwnershipChanged()
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{
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for (int j = 0; j < NetworkVariableFields.Count; j++)
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{
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// Only invoke OnInitialize on NetworkVariables the owner can write to
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if (NetworkVariableFields[j].CanClientWrite(OwnerClientId))
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{
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NetworkVariableFields[j].OnInitialize();
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}
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}
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}
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internal void MarkVariablesDirty(bool dirty)
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{
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for (int j = 0; j < NetworkVariableFields.Count; j++)
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@@ -1122,6 +1158,17 @@ namespace Unity.Netcode
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}
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}
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internal void MarkOwnerReadVariablesDirty()
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{
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for (int j = 0; j < NetworkVariableFields.Count; j++)
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{
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if (NetworkVariableFields[j].ReadPerm == NetworkVariableReadPermission.Owner)
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{
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NetworkVariableFields[j].SetDirty(true);
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}
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}
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}
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/// <summary>
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/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
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/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
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@@ -1172,17 +1219,24 @@ namespace Unity.Netcode
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// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
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writer.WriteValueSafe((ushort)0);
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var startPos = writer.Position;
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NetworkVariableFields[j].WriteField(writer);
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// Write the NetworkVariable field value
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// WriteFieldSynchronization will write the current value only if there are no pending changes.
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// Otherwise, it will write the previous value if there are pending changes since the pending
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// changes will be sent shortly after the client's synchronization.
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NetworkVariableFields[j].WriteFieldSynchronization(writer);
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var size = writer.Position - startPos;
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writer.Seek(writePos);
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// Write the NetworkVariable value
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// Write the NetworkVariable field value size
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writer.WriteValueSafe((ushort)size);
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writer.Seek(startPos + size);
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}
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else // Client-Server Only: Should only ever be invoked when using a client-server NetworkTopology
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{
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// Write the NetworkVariable value
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NetworkVariableFields[j].WriteField(writer);
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// Write the NetworkVariable field value
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// WriteFieldSynchronization will write the current value only if there are no pending changes.
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// Otherwise, it will write the previous value if there are pending changes since the pending
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// changes will be sent shortly after the client's synchronization.
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NetworkVariableFields[j].WriteFieldSynchronization(writer);
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}
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}
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else if (ensureLengthSafety)
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