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:
@@ -9,7 +9,6 @@ namespace Unity.Netcode
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public ulong NetworkObjectId;
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public ulong OwnerClientId;
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// DANGOEXP TODO: Remove these notes or change their format
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// SERVICE NOTES:
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// When forwarding the message to clients on the CMB Service side,
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// you can set the ClientIdCount to 0 and skip writing the ClientIds.
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@@ -258,15 +257,18 @@ namespace Unity.Netcode
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continue;
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}
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// If ownership is changing and this is not an ownership request approval then ignore the OnwerClientId
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// If it is just updating flags then ignore sending to the owner
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// If it is a request or approving request, then ignore the RequestClientId
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if ((OwnershipIsChanging && !RequestApproved && OwnerClientId == clientId) || (OwnershipFlagsUpdate && clientId == OwnerClientId)
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|| ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
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// If ownership is changing and this is not an ownership request approval then ignore the SenderId
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if (OwnershipIsChanging && !RequestApproved && context.SenderId == clientId)
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{
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continue;
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}
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// If it is just updating flags then ignore sending to the owner
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// If it is a request or approving request, then ignore the RequestClientId
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if ((OwnershipFlagsUpdate && clientId == OwnerClientId) || ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
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{
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continue;
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}
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networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, clientId);
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}
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}
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@@ -327,10 +329,12 @@ namespace Unity.Netcode
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var networkManager = (NetworkManager)context.SystemOwner;
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var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
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// DANGO-TODO: This probably shouldn't be allowed to happen.
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// Sanity check that we are not sending duplicated change ownership messages
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if (networkObject.OwnerClientId == OwnerClientId)
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{
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UnityEngine.Debug.LogWarning($"Unnecessary ownership changed message for {NetworkObjectId}");
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UnityEngine.Debug.LogError($"Unnecessary ownership changed message for {NetworkObjectId}.");
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// Ignore the message
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return;
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}
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var originalOwner = networkObject.OwnerClientId;
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@@ -347,12 +351,6 @@ namespace Unity.Netcode
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networkObject.InvokeBehaviourOnLostOwnership();
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}
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// We are new owner or (client-server) or running in distributed authority mode
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if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
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{
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networkObject.InvokeBehaviourOnGainedOwnership();
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}
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// If in distributed authority mode
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if (networkManager.DistributedAuthorityMode)
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{
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@@ -374,6 +372,22 @@ namespace Unity.Netcode
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}
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}
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// We are new owner or (client-server) or running in distributed authority mode
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if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
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{
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networkObject.InvokeBehaviourOnGainedOwnership();
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}
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if (originalOwner == networkManager.LocalClientId && !networkManager.DistributedAuthorityMode)
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{
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// Mark any owner read variables as dirty
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networkObject.MarkOwnerReadVariablesDirty();
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// Immediately queue any pending deltas and order the message before the
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// change in ownership message.
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networkManager.BehaviourUpdater.NetworkBehaviourUpdate(true);
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}
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// Always invoke ownership change notifications
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networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
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