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:
@@ -72,11 +72,22 @@ namespace Unity.Netcode
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return;
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}
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}
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foreach (var player in m_PlayerObjects)
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{
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player.Observers.Add(playerObject.OwnerClientId);
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playerObject.Observers.Add(player.OwnerClientId);
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// If the player's SpawnWithObservers is not set then do not add the new player object's owner as an observer.
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if (player.SpawnWithObservers)
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{
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player.Observers.Add(playerObject.OwnerClientId);
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}
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// If the new player object's SpawnWithObservers is not set then do not add this player as an observer to the new player object.
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if (playerObject.SpawnWithObservers)
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{
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playerObject.Observers.Add(player.OwnerClientId);
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}
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}
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m_PlayerObjects.Add(playerObject);
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if (!m_PlayerObjectsTable.ContainsKey(playerObject.OwnerClientId))
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{
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@@ -423,8 +434,31 @@ namespace Unity.Netcode
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ChangeOwnership(networkObject, NetworkManager.ServerClientId, true);
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}
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private Dictionary<ulong, float> m_LastChangeInOwnership = new Dictionary<ulong, float>();
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private const int k_MaximumTickOwnershipChangeMultiplier = 6;
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internal void ChangeOwnership(NetworkObject networkObject, ulong clientId, bool isAuthorized, bool isRequestApproval = false)
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{
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// For client-server:
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// If ownership changes faster than the latency between the client-server and there are NetworkVariables being updated during ownership changes,
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// then notify the user they could potentially lose state updates if developer logging is enabled.
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if (!NetworkManager.DistributedAuthorityMode && m_LastChangeInOwnership.ContainsKey(networkObject.NetworkObjectId) && m_LastChangeInOwnership[networkObject.NetworkObjectId] > Time.realtimeSinceStartup)
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{
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var hasNetworkVariables = false;
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for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
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{
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hasNetworkVariables = networkObject.ChildNetworkBehaviours[i].NetworkVariableFields.Count > 0;
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if (hasNetworkVariables)
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{
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break;
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}
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}
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if (hasNetworkVariables && NetworkManager.LogLevel == LogLevel.Developer)
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{
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NetworkLog.LogWarningServer($"[Rapid Ownership Change Detected][Potential Loss in State] Detected a rapid change in ownership that exceeds a frequency less than {k_MaximumTickOwnershipChangeMultiplier}x the current network tick rate! Provide at least {k_MaximumTickOwnershipChangeMultiplier}x the current network tick rate between ownership changes to avoid NetworkVariable state loss.");
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}
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}
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if (NetworkManager.DistributedAuthorityMode)
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{
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// If are not authorized and this is not an approved ownership change, then check to see if we can change ownership
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@@ -497,15 +531,21 @@ namespace Unity.Netcode
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// Always notify locally on the server when ownership is lost
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networkObject.InvokeBehaviourOnLostOwnership();
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networkObject.MarkVariablesDirty(true);
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NetworkManager.BehaviourUpdater.AddForUpdate(networkObject);
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// Authority adds entries for all client ownership
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UpdateOwnershipTable(networkObject, networkObject.OwnerClientId);
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// Always notify locally on the server when a new owner is assigned
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networkObject.InvokeBehaviourOnGainedOwnership();
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if (networkObject.PreviousOwnerId == NetworkManager.LocalClientId)
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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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var size = 0;
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if (NetworkManager.DistributedAuthorityMode)
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{
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@@ -569,6 +609,17 @@ namespace Unity.Netcode
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/// This gets called specifically *after* sending the ownership message so any additional messages that need to proceed an ownership
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/// change can be sent from NetworkBehaviours that override the <see cref="NetworkBehaviour.OnOwnershipChanged"></see>
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networkObject.InvokeOwnershipChanged(networkObject.PreviousOwnerId, clientId);
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// Keep track of the ownership change frequency to assure a user is not exceeding changes faster than 2x the current Tick Rate.
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if (!NetworkManager.DistributedAuthorityMode)
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{
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if (!m_LastChangeInOwnership.ContainsKey(networkObject.NetworkObjectId))
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{
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m_LastChangeInOwnership.Add(networkObject.NetworkObjectId, 0.0f);
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}
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var tickFrequency = 1.0f / NetworkManager.NetworkConfig.TickRate;
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m_LastChangeInOwnership[networkObject.NetworkObjectId] = Time.realtimeSinceStartup + (tickFrequency * k_MaximumTickOwnershipChangeMultiplier);
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}
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}
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internal bool HasPrefab(NetworkObject.SceneObject sceneObject)
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@@ -695,14 +746,14 @@ namespace Unity.Netcode
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/// Gets the right NetworkObject prefab instance to spawn. If a handler is registered or there is an override assigned to the
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/// passed in globalObjectIdHash value, then that is what will be instantiated, spawned, and returned.
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/// </summary>
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internal NetworkObject GetNetworkObjectToSpawn(uint globalObjectIdHash, ulong ownerId, Vector3 position = default, Quaternion rotation = default, bool isScenePlaced = false)
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internal NetworkObject GetNetworkObjectToSpawn(uint globalObjectIdHash, ulong ownerId, Vector3? position, Quaternion? rotation, bool isScenePlaced = false)
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{
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NetworkObject networkObject = null;
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// If the prefab hash has a registered INetworkPrefabInstanceHandler derived class
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if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
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{
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// Let the handler spawn the NetworkObject
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networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerId, position, rotation);
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networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerId, position ?? default, rotation ?? default);
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networkObject.NetworkManagerOwner = NetworkManager;
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}
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else
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@@ -752,8 +803,10 @@ namespace Unity.Netcode
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}
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else
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{
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// Create prefab instance
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// Create prefab instance while applying any pre-assigned position and rotation values
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networkObject = UnityEngine.Object.Instantiate(networkPrefabReference).GetComponent<NetworkObject>();
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networkObject.transform.position = position ?? networkObject.transform.position;
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networkObject.transform.rotation = rotation ?? networkObject.transform.rotation;
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networkObject.NetworkManagerOwner = NetworkManager;
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networkObject.PrefabGlobalObjectIdHash = globalObjectIdHash;
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}
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