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:
@@ -177,6 +177,13 @@ namespace Unity.Netcode
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/// <inheritdoc />
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public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
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{
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/// This is only invoked by <see cref="NetworkVariableDeltaMessage"/> and the only time
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/// keepDirtyDelta is set is when it is the server processing. To be able to handle previous
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/// versions, we use IsServer to keep the dirty states received and the keepDirtyDelta to
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/// actually mark this as dirty and add it to the list of <see cref="NetworkObject"/>s to
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/// be updated. With the forwarding of deltas being handled by <see cref="NetworkVariableDeltaMessage"/>,
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/// once all clients have been forwarded the dirty events, we clear them by invoking <see cref="PostDeltaRead"/>.
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var isServer = m_NetworkManager.IsServer;
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reader.ReadValueSafe(out ushort deltaCount);
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for (int i = 0; i < deltaCount; i++)
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{
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@@ -199,7 +206,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -207,7 +214,11 @@ namespace Unity.Netcode
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Index = m_List.Length - 1,
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Value = m_List[m_List.Length - 1]
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -237,7 +248,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -245,7 +256,11 @@ namespace Unity.Netcode
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Index = index,
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Value = m_List[index]
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -271,7 +286,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -279,7 +294,11 @@ namespace Unity.Netcode
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Index = index,
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Value = value
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -299,7 +318,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -307,7 +326,11 @@ namespace Unity.Netcode
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Index = index,
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Value = value
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -335,7 +358,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -344,7 +367,11 @@ namespace Unity.Netcode
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Value = value,
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PreviousValue = previousValue
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -361,13 +388,18 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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Type = eventType
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -381,6 +413,18 @@ namespace Unity.Netcode
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}
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}
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/// <inheritdoc />
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/// <remarks>
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/// For NetworkList, we just need to reset dirty if a server has read deltas
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/// </remarks>
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internal override void PostDeltaRead()
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{
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if (m_NetworkManager.IsServer)
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{
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ResetDirty();
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}
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}
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/// <inheritdoc />
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public IEnumerator<T> GetEnumerator()
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{
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