com.unity.netcode.gameobjects@1.0.0-pre.10
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). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
This commit is contained in:
@@ -8,7 +8,7 @@ namespace Unity.Netcode
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/// Event based NetworkVariable container for syncing Lists
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/// </summary>
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/// <typeparam name="T">The type for the list</typeparam>
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public class NetworkList<T> : NetworkVariableSerialization<T> where T : unmanaged, IEquatable<T>
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public class NetworkList<T> : NetworkVariableBase where T : unmanaged, IEquatable<T>
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{
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private NativeList<T> m_List = new NativeList<T>(64, Allocator.Persistent);
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private NativeList<T> m_ListAtLastReset = new NativeList<T>(64, Allocator.Persistent);
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@@ -72,34 +72,35 @@ namespace Unity.Netcode
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writer.WriteValueSafe((ushort)m_DirtyEvents.Length);
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for (int i = 0; i < m_DirtyEvents.Length; i++)
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{
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writer.WriteValueSafe(m_DirtyEvents[i].Type);
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switch (m_DirtyEvents[i].Type)
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var element = m_DirtyEvents.ElementAt(i);
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writer.WriteValueSafe(element.Type);
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switch (element.Type)
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{
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case NetworkListEvent<T>.EventType.Add:
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{
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Write(writer, m_DirtyEvents[i].Value);
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NetworkVariableSerialization<T>.Write(writer, ref element.Value);
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}
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break;
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case NetworkListEvent<T>.EventType.Insert:
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{
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writer.WriteValueSafe(m_DirtyEvents[i].Index);
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Write(writer, m_DirtyEvents[i].Value);
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writer.WriteValueSafe(element.Index);
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NetworkVariableSerialization<T>.Write(writer, ref element.Value);
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}
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break;
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case NetworkListEvent<T>.EventType.Remove:
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{
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Write(writer, m_DirtyEvents[i].Value);
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NetworkVariableSerialization<T>.Write(writer, ref element.Value);
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}
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break;
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case NetworkListEvent<T>.EventType.RemoveAt:
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{
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writer.WriteValueSafe(m_DirtyEvents[i].Index);
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writer.WriteValueSafe(element.Index);
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}
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break;
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case NetworkListEvent<T>.EventType.Value:
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{
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writer.WriteValueSafe(m_DirtyEvents[i].Index);
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Write(writer, m_DirtyEvents[i].Value);
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writer.WriteValueSafe(element.Index);
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NetworkVariableSerialization<T>.Write(writer, ref element.Value);
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}
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break;
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case NetworkListEvent<T>.EventType.Clear:
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@@ -117,7 +118,7 @@ namespace Unity.Netcode
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writer.WriteValueSafe((ushort)m_ListAtLastReset.Length);
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for (int i = 0; i < m_ListAtLastReset.Length; i++)
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{
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Write(writer, m_ListAtLastReset[i]);
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NetworkVariableSerialization<T>.Write(writer, ref m_ListAtLastReset.ElementAt(i));
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}
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}
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@@ -128,7 +129,7 @@ namespace Unity.Netcode
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reader.ReadValueSafe(out ushort count);
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for (int i = 0; i < count; i++)
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{
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Read(reader, out T value);
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NetworkVariableSerialization<T>.Read(reader, out T value);
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m_List.Add(value);
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}
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}
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@@ -144,7 +145,7 @@ namespace Unity.Netcode
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{
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case NetworkListEvent<T>.EventType.Add:
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{
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Read(reader, out T value);
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NetworkVariableSerialization<T>.Read(reader, out T value);
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m_List.Add(value);
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if (OnListChanged != null)
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@@ -171,7 +172,7 @@ namespace Unity.Netcode
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case NetworkListEvent<T>.EventType.Insert:
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{
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reader.ReadValueSafe(out int index);
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Read(reader, out T value);
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NetworkVariableSerialization<T>.Read(reader, out T value);
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m_List.InsertRangeWithBeginEnd(index, index + 1);
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m_List[index] = value;
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@@ -198,7 +199,7 @@ namespace Unity.Netcode
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break;
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case NetworkListEvent<T>.EventType.Remove:
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{
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Read(reader, out T value);
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NetworkVariableSerialization<T>.Read(reader, out T value);
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int index = m_List.IndexOf(value);
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if (index == -1)
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{
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@@ -258,7 +259,7 @@ namespace Unity.Netcode
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case NetworkListEvent<T>.EventType.Value:
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{
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reader.ReadValueSafe(out int index);
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Read(reader, out T value);
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NetworkVariableSerialization<T>.Read(reader, out T value);
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if (index >= m_List.Length)
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{
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throw new Exception("Shouldn't be here, index is higher than list length");
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