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:
@@ -3,14 +3,39 @@ using Unity.Collections;
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namespace Unity.Netcode
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{
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internal struct ServiceConfig : INetworkSerializable
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{
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public uint Version;
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public bool IsRestoredSession;
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public ulong CurrentSessionOwner;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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if (serializer.IsWriter)
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{
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BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), Version);
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serializer.SerializeValue(ref IsRestoredSession);
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BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), CurrentSessionOwner);
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}
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else
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{
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ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out Version);
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serializer.SerializeValue(ref IsRestoredSession);
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ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out CurrentSessionOwner);
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}
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}
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}
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internal struct ConnectionApprovedMessage : INetworkMessage
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{
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private const int k_AddCMBServiceConfig = 2;
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private const int k_VersionAddClientIds = 1;
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public int Version => k_VersionAddClientIds;
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public int Version => k_AddCMBServiceConfig;
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public ulong OwnerClientId;
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public int NetworkTick;
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// The cloud state service should set this if we are restoring a session
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public ServiceConfig ServiceConfig;
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public bool IsRestoredSession;
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public ulong CurrentSessionOwner;
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// Not serialized
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@@ -25,6 +50,32 @@ namespace Unity.Netcode
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public NativeArray<ulong> ConnectedClientIds;
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private int m_ReceiveMessageVersion;
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private ulong GetSessionOwner()
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{
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if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
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{
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return ServiceConfig.CurrentSessionOwner;
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}
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else
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{
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return CurrentSessionOwner;
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}
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}
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private bool GetIsSessionRestor()
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{
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if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
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{
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return ServiceConfig.IsRestoredSession;
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}
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else
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{
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return IsRestoredSession;
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}
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}
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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// ============================================================
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@@ -45,8 +96,17 @@ namespace Unity.Netcode
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BytePacker.WriteValueBitPacked(writer, NetworkTick);
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if (IsDistributedAuthority)
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{
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writer.WriteValueSafe(IsRestoredSession);
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BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
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if (targetVersion >= k_AddCMBServiceConfig)
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{
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ServiceConfig.IsRestoredSession = false;
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ServiceConfig.CurrentSessionOwner = CurrentSessionOwner;
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writer.WriteNetworkSerializable(ServiceConfig);
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}
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else
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{
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writer.WriteValueSafe(IsRestoredSession);
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BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
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}
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}
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if (targetVersion >= k_VersionAddClientIds)
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@@ -122,13 +182,20 @@ namespace Unity.Netcode
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// ============================================================
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// END FORBIDDEN SEGMENT
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// ============================================================
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m_ReceiveMessageVersion = receivedMessageVersion;
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ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
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ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
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if (networkManager.DistributedAuthorityMode)
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{
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reader.ReadValueSafe(out IsRestoredSession);
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ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
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if (receivedMessageVersion >= k_AddCMBServiceConfig)
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{
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reader.ReadNetworkSerializable(out ServiceConfig);
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}
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else
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{
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reader.ReadValueSafe(out IsRestoredSession);
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ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
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}
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}
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if (receivedMessageVersion >= k_VersionAddClientIds)
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@@ -157,7 +224,7 @@ namespace Unity.Netcode
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if (networkManager.DistributedAuthorityMode)
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{
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networkManager.SetSessionOwner(CurrentSessionOwner);
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networkManager.SetSessionOwner(GetSessionOwner());
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if (networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
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{
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networkManager.SceneManager.InitializeScenesLoaded();
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@@ -233,9 +300,9 @@ namespace Unity.Netcode
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// Mark the client being connected
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networkManager.IsConnectedClient = true;
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networkManager.SceneManager.IsRestoringSession = IsRestoredSession;
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networkManager.SceneManager.IsRestoringSession = GetIsSessionRestor();
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if (!IsRestoredSession)
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if (!networkManager.SceneManager.IsRestoringSession)
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{
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// Synchronize the service with the initial session owner's loaded scenes and spawned objects
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networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
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