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:
@@ -61,9 +61,9 @@ namespace Unity.Netcode
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internal List<ulong> DoneClients { get; } = new List<ulong>();
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/// <summary>
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/// The NetworkTime at the moment the scene switch was initiated by the server.
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/// The local time when the scene event was "roughly started"
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/// </summary>
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internal NetworkTime TimeAtInitiation { get; }
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internal float TimeAtInitiation { get; }
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/// <summary>
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/// Delegate type for when the switch scene progress is completed. Either by all clients done loading the scene or by time out.
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@@ -105,22 +105,40 @@ namespace Unity.Netcode
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internal LoadSceneMode LoadSceneMode;
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internal List<ulong> ClientsThatStartedSceneEvent;
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internal SceneEventProgress(NetworkManager networkManager, SceneEventProgressStatus status = SceneEventProgressStatus.Started)
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{
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if (status == SceneEventProgressStatus.Started)
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{
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// Track the clients that were connected when we started this event
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ClientsThatStartedSceneEvent = new List<ulong>(networkManager.ConnectedClientsIds);
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m_NetworkManager = networkManager;
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m_TimeOutCoroutine = m_NetworkManager.StartCoroutine(TimeOutSceneEventProgress());
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TimeAtInitiation = networkManager.LocalTime;
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TimeAtInitiation = Time.realtimeSinceStartup;
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}
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Status = status;
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}
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/// <summary>
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/// Coroutine that checks to see if the scene event is complete every network tick period.
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/// This will handle completing the scene event when one or more client(s) disconnect(s)
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/// during a scene event and if it does not complete within the scene loading time out period
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/// it will time out the scene event.
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/// </summary>
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internal IEnumerator TimeOutSceneEventProgress()
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{
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yield return new WaitForSecondsRealtime(m_NetworkManager.NetworkConfig.LoadSceneTimeOut);
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TimedOut = true;
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CheckCompletion();
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var waitForNetworkTick = new WaitForSeconds(1.0f / m_NetworkManager.NetworkConfig.TickRate);
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while (!TimedOut && !IsCompleted)
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{
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yield return waitForNetworkTick;
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CheckCompletion();
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if (!IsCompleted)
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{
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TimedOut = TimeAtInitiation - Time.realtimeSinceStartup >= m_NetworkManager.NetworkConfig.LoadSceneTimeOut;
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}
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}
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}
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internal void AddClientAsDone(ulong clientId)
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@@ -141,19 +159,49 @@ namespace Unity.Netcode
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m_SceneLoadOperation.completed += operation => CheckCompletion();
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}
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/// <summary>
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/// Called only on the server-side during integration test (NetcodeIntegrationTest specific)
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/// scene loading and unloading.
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///
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/// Note: During integration testing we must queue all scene loading and unloading requests for
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/// both the server and all clients so they can be processed in a FIFO/linear fashion to avoid
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/// conflicts when the <see cref="SceneManager.sceneLoaded"/> and <see cref="SceneManager.sceneUnloaded"/>
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/// events are triggered. The Completed action simulates the <see cref="AsyncOperation.completed"/> event.
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/// (See: Unity.Netcode.TestHelpers.Runtime.IntegrationTestSceneHandler)
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/// </summary>
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internal void SetSceneLoadOperation(ISceneManagerHandler.SceneEventAction sceneEventAction)
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{
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sceneEventAction.Completed = SetComplete;
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}
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/// <summary>
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/// Finalizes the SceneEventProgress
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/// </summary>
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internal void SetComplete()
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{
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IsCompleted = true;
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AreAllClientsDoneLoading = true;
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// If OnComplete is not registered or it is and returns true then remove this from the progress tracking
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if (OnComplete == null || (OnComplete != null && OnComplete.Invoke(this)))
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{
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m_NetworkManager.SceneManager.SceneEventProgressTracking.Remove(Guid);
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}
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m_NetworkManager.StopCoroutine(m_TimeOutCoroutine);
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}
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internal void CheckCompletion()
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{
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if ((!IsCompleted && DoneClients.Count == m_NetworkManager.ConnectedClientsList.Count && m_SceneLoadOperation.isDone) || (!IsCompleted && TimedOut))
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try
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{
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IsCompleted = true;
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AreAllClientsDoneLoading = true;
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// If OnComplete is not registered or it is and returns true then remove this from the progress tracking
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if (OnComplete == null || (OnComplete != null && OnComplete.Invoke(this)))
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if ((!IsCompleted && DoneClients.Count == m_NetworkManager.ConnectedClientsList.Count && (m_SceneLoadOperation == null || m_SceneLoadOperation.isDone)) || (!IsCompleted && TimedOut))
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{
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m_NetworkManager.SceneManager.SceneEventProgressTracking.Remove(Guid);
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SetComplete();
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}
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m_NetworkManager.StopCoroutine(m_TimeOutCoroutine);
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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}
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}
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}
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