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:
@@ -2,6 +2,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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@@ -21,6 +23,28 @@ namespace Unity.Netcode
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internal static Action AllScenesProcessed;
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internal static NetworkObject PrefabNetworkObject;
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internal static void LogInfo(string msg, bool append = false)
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{
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if (!append)
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{
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s_Log.AppendLine(msg);
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}
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else
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{
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s_Log.Append(msg);
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}
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}
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internal static void FlushLog()
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{
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Debug.Log(s_Log.ToString());
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s_Log.Clear();
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}
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private static StringBuilder s_Log = new StringBuilder();
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internal static void ProcessScene(string scenePath, bool processScenes = true)
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{
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if (!s_ScenesToUpdate.Contains(scenePath))
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@@ -29,7 +53,10 @@ namespace Unity.Netcode
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{
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EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
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EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
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s_Log.Clear();
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LogInfo("NetworkObject Refresh Scenes to Process:");
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}
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LogInfo($"[{scenePath}]", true);
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s_ScenesToUpdate.Add(scenePath);
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}
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s_ProcessScenes = processScenes;
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@@ -37,6 +64,7 @@ namespace Unity.Netcode
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internal static void ProcessActiveScene()
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{
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FlushLog();
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var activeScene = SceneManager.GetActiveScene();
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if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
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{
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@@ -54,10 +82,12 @@ namespace Unity.Netcode
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}
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else
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{
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s_ProcessScenes = false;
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s_CloseScenes = false;
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EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
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EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
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AllScenesProcessed?.Invoke();
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FlushLog();
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}
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}
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@@ -68,9 +98,8 @@ namespace Unity.Netcode
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// Provide a log of all scenes that were modified to the user
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if (refreshed)
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{
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Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
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LogInfo($"Refreshed and saved updates to scene: {scene.name}");
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}
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s_ProcessScenes = false;
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s_ScenesToUpdate.Remove(scene.path);
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if (scene != SceneManager.GetActiveScene())
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@@ -88,24 +117,41 @@ namespace Unity.Netcode
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private static void SceneOpened(Scene scene)
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{
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LogInfo($"Processing scene {scene.name}:");
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if (s_ScenesToUpdate.Contains(scene.path))
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{
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if (s_ProcessScenes)
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{
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if (!EditorSceneManager.MarkSceneDirty(scene))
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var prefabInstances = PrefabUtility.FindAllInstancesOfPrefab(PrefabNetworkObject.gameObject);
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if (prefabInstances.Length > 0)
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{
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Debug.Log($"Scene {scene.name} did not get marked as dirty!");
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FinishedProcessingScene(scene);
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}
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else
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{
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EditorSceneManager.SaveScene(scene);
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var instancesSceneLoadedSpecific = prefabInstances.Where((c) => c.scene == scene).ToList();
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if (instancesSceneLoadedSpecific.Count > 0)
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{
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foreach (var prefabInstance in instancesSceneLoadedSpecific)
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{
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prefabInstance.GetComponent<NetworkObject>().OnValidate();
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}
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if (!EditorSceneManager.MarkSceneDirty(scene))
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{
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LogInfo($"Scene {scene.name} did not get marked as dirty!");
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FinishedProcessingScene(scene);
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}
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else
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{
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LogInfo($"Changes detected and applied!");
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EditorSceneManager.SaveScene(scene);
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}
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return;
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}
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}
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}
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else
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{
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FinishedProcessingScene(scene);
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}
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LogInfo($"No changes required.");
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FinishedProcessingScene(scene);
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}
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}
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