com.unity.netcode.gameobjects@1.5.2
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). ## [1.5.2] - 2023-07-24 ### Added ### Fixed - Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631) - Fixed a crash when calling TrySetParent with a null Transform (#2625) - Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623) - Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622) - Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618) - Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614) - Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603) ### Changed
This commit is contained in:
@@ -113,12 +113,6 @@ namespace Unity.Netcode
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// Remove the previous owner's entry
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OwnershipToObjectsTable[previousOwner].Remove(networkObject.NetworkObjectId);
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// Server or Host alway invokes the lost ownership notification locally
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if (NetworkManager.IsServer)
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{
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networkObject.InvokeBehaviourOnLostOwnership();
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}
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// If we are removing the entry (i.e. despawning or client lost ownership)
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if (isRemoving)
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{
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@@ -143,12 +137,6 @@ namespace Unity.Netcode
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{
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// Add the new ownership entry
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OwnershipToObjectsTable[newOwner].Add(networkObject.NetworkObjectId, networkObject);
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// Server or Host always invokes the gained ownership notification locally
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if (NetworkManager.IsServer)
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{
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networkObject.InvokeBehaviourOnGainedOwnership();
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}
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}
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else if (isRemoving)
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{
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@@ -227,43 +215,6 @@ namespace Unity.Netcode
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return null;
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}
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internal void RemoveOwnership(NetworkObject networkObject)
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{
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if (!NetworkManager.IsServer)
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{
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throw new NotServerException("Only the server can change ownership");
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}
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if (!networkObject.IsSpawned)
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{
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throw new SpawnStateException("Object is not spawned");
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}
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// If we made it here then we are the server and if the server is determined to already be the owner
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// then ignore the RemoveOwnership invocation.
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if (networkObject.OwnerClientId == NetworkManager.ServerClientId)
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{
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return;
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}
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networkObject.OwnerClientId = NetworkManager.ServerClientId;
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// Server removes the entry and takes over ownership before notifying
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UpdateOwnershipTable(networkObject, NetworkManager.ServerClientId, true);
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var message = new ChangeOwnershipMessage
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{
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NetworkObjectId = networkObject.NetworkObjectId,
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OwnerClientId = networkObject.OwnerClientId
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};
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var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
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foreach (var client in NetworkManager.ConnectedClients)
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{
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NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
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}
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}
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/// <summary>
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/// Helper function to get a network client for a clientId from the NetworkManager.
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/// On the server this will check the <see cref="NetworkManager.ConnectedClients"/> list.
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@@ -289,6 +240,11 @@ namespace Unity.Netcode
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return false;
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}
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internal void RemoveOwnership(NetworkObject networkObject)
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{
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ChangeOwnership(networkObject, NetworkManager.ServerClientId);
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}
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internal void ChangeOwnership(NetworkObject networkObject, ulong clientId)
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{
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if (!NetworkManager.IsServer)
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@@ -301,14 +257,21 @@ namespace Unity.Netcode
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throw new SpawnStateException("Object is not spawned");
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}
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// Assign the new owner
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networkObject.OwnerClientId = clientId;
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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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// Server 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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var message = new ChangeOwnershipMessage
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{
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NetworkObjectId = networkObject.NetworkObjectId,
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@@ -952,27 +915,35 @@ namespace Unity.Netcode
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}
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/// <summary>
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/// Updates all spawned <see cref="NetworkObject.Observers"/> for the specified client
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/// Updates all spawned <see cref="NetworkObject.Observers"/> for the specified newly connected client
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/// Note: if the clientId is the server then it is observable to all spawned <see cref="NetworkObject"/>'s
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/// </summary>
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/// <remarks>
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/// This method is to only to be used for newly connected clients in order to update the observers list for
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/// each NetworkObject instance.
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/// </remarks>
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internal void UpdateObservedNetworkObjects(ulong clientId)
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{
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foreach (var sobj in SpawnedObjectsList)
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{
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// If the NetworkObject has no visibility check then prepare to add this client as an observer
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if (sobj.CheckObjectVisibility == null)
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{
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if (!sobj.Observers.Contains(clientId))
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// If the client is not part of the observers and spawn with observers is enabled on this instance or the clientId is the server
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if (!sobj.Observers.Contains(clientId) && (sobj.SpawnWithObservers || clientId == NetworkManager.ServerClientId))
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{
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sobj.Observers.Add(clientId);
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}
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}
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else
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{
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// CheckObject visibility overrides SpawnWithObservers under this condition
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if (sobj.CheckObjectVisibility(clientId))
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{
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sobj.Observers.Add(clientId);
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}
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else if (sobj.Observers.Contains(clientId))
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else // Otherwise, if the observers contains the clientId (shouldn't happen) then remove it since CheckObjectVisibility returned false
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if (sobj.Observers.Contains(clientId))
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{
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sobj.Observers.Remove(clientId);
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}
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