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)
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@@ -2,16 +2,54 @@ using Unity.Collections;
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namespace Unity.Netcode
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{
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internal struct ConnectionRequestMessage : INetworkMessage
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/// <summary>
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/// Only used when connecting to the distributed authority service
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/// </summary>
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internal struct ClientConfig : INetworkSerializable
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{
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public int Version => 0;
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public ulong ConfigHash;
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public bool CMBServiceConnection;
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/// <summary>
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/// We start at version 1, where anything less than version 1 on the service side
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/// is not bypass feature compatible.
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/// </summary>
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private const int k_BypassFeatureCompatible = 1;
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public int Version => k_BypassFeatureCompatible;
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public uint TickRate;
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public bool EnableSceneManagement;
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// Only gets deserialized but should never be used unless testing
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public int RemoteClientVersion;
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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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var writer = serializer.GetFastBufferWriter();
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BytePacker.WriteValueBitPacked(writer, Version);
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BytePacker.WriteValueBitPacked(writer, TickRate);
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writer.WriteValueSafe(EnableSceneManagement);
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}
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else
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{
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var reader = serializer.GetFastBufferReader();
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ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientVersion);
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ByteUnpacker.ReadValueBitPacked(reader, out TickRate);
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reader.ReadValueSafe(out EnableSceneManagement);
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}
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}
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}
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internal struct ConnectionRequestMessage : INetworkMessage
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{
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// This version update is unidirectional (client to service) and version
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// handling occurs on the service side. This serialized data is never sent
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// to a host or server.
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private const int k_SendClientConfigToService = 1;
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public int Version => k_SendClientConfigToService;
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public ulong ConfigHash;
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public bool CMBServiceConnection;
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public ClientConfig ClientConfig;
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public byte[] ConnectionData;
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public bool ShouldSendConnectionData;
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@@ -36,8 +74,7 @@ namespace Unity.Netcode
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if (CMBServiceConnection)
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{
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writer.WriteValueSafe(TickRate);
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writer.WriteValueSafe(EnableSceneManagement);
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writer.WriteNetworkSerializable(ClientConfig);
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}
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if (ShouldSendConnectionData)
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