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:
@@ -283,15 +283,15 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal bool HasPrefab(bool isSceneObject, uint globalObjectIdHash)
|
||||
internal bool HasPrefab(NetworkObject.SceneObject sceneObject)
|
||||
{
|
||||
if (!NetworkManager.NetworkConfig.EnableSceneManagement || !isSceneObject)
|
||||
if (!NetworkManager.NetworkConfig.EnableSceneManagement || !sceneObject.Header.IsSceneObject)
|
||||
{
|
||||
if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
|
||||
if (NetworkManager.PrefabHandler.ContainsHandler(sceneObject.Header.Hash))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
if (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks.TryGetValue(globalObjectIdHash, out var networkPrefab))
|
||||
if (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks.TryGetValue(sceneObject.Header.Hash, out var networkPrefab))
|
||||
{
|
||||
switch (networkPrefab.Override)
|
||||
{
|
||||
@@ -306,14 +306,14 @@ namespace Unity.Netcode
|
||||
|
||||
return false;
|
||||
}
|
||||
var networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash);
|
||||
var networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(sceneObject.Header.Hash, sceneObject.NetworkSceneHandle);
|
||||
return networkObject != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Should only run on the client
|
||||
/// </summary>
|
||||
internal NetworkObject CreateLocalNetworkObject(bool isSceneObject, uint globalObjectIdHash, ulong ownerClientId, ulong? parentNetworkId, Vector3? position, Quaternion? rotation, bool isReparented = false)
|
||||
internal NetworkObject CreateLocalNetworkObject(bool isSceneObject, uint globalObjectIdHash, ulong ownerClientId, ulong? parentNetworkId, int? networkSceneHandle, Vector3? position, Quaternion? rotation, bool isReparented = false)
|
||||
{
|
||||
NetworkObject parentNetworkObject = null;
|
||||
|
||||
@@ -404,7 +404,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
var networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash);
|
||||
var networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash, networkSceneHandle);
|
||||
|
||||
if (networkObject == null)
|
||||
{
|
||||
@@ -477,15 +477,23 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
// this initialization really should be at the bottom of the function
|
||||
networkObject.IsSpawned = true;
|
||||
|
||||
// this initialization really should be at the top of this function. If and when we break the
|
||||
// NetworkVariable dependency on NetworkBehaviour, this otherwise creates problems because
|
||||
// SetNetworkVariableData above calls InitializeVariables, and the 'baked out' data isn't ready there;
|
||||
// the current design banks on getting the network behaviour set and then only reading from it after the
|
||||
// below initialization code. However cowardice compels me to hold off on moving this until that commit
|
||||
networkObject.IsSceneObject = sceneObject;
|
||||
|
||||
// Always check to make sure our scene of origin is properly set for in-scene placed NetworkObjects
|
||||
// Note: Always check SceneOriginHandle directly at this specific location.
|
||||
if (networkObject.IsSceneObject != false && networkObject.SceneOriginHandle == 0)
|
||||
{
|
||||
networkObject.SceneOrigin = networkObject.gameObject.scene;
|
||||
}
|
||||
|
||||
// For integration testing, this makes sure that the appropriate NetworkManager is assigned to
|
||||
// the NetworkObject since it uses the NetworkManager.Singleton when not set
|
||||
if (networkObject.NetworkManagerOwner != NetworkManager)
|
||||
{
|
||||
networkObject.NetworkManagerOwner = NetworkManager;
|
||||
}
|
||||
|
||||
networkObject.NetworkObjectId = networkId;
|
||||
|
||||
networkObject.DestroyWithScene = sceneObject || destroyWithScene;
|
||||
@@ -552,9 +560,8 @@ namespace Unity.Netcode
|
||||
|
||||
internal void SendSpawnCallForObject(ulong clientId, NetworkObject networkObject)
|
||||
{
|
||||
//Currently, if this is called and the clientId (destination) is the server's client Id, this case will be checked
|
||||
// within the below Send function. To avoid unwarranted allocation of a PooledNetworkBuffer placing this check here. [NSS]
|
||||
if (NetworkManager.IsServer && clientId == NetworkManager.ServerClientId)
|
||||
// If we are a host and sending to the host's client id, then we can skip sending ourselves the spawn message.
|
||||
if (clientId == NetworkManager.ServerClientId)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -785,7 +792,8 @@ namespace Unity.Netcode
|
||||
|
||||
var message = new DestroyObjectMessage
|
||||
{
|
||||
NetworkObjectId = networkObject.NetworkObjectId
|
||||
NetworkObjectId = networkObject.NetworkObjectId,
|
||||
DestroyGameObject = networkObject.IsSceneObject != false ? destroyGameObject : true
|
||||
};
|
||||
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, m_TargetClientIds);
|
||||
foreach (var targetClientId in m_TargetClientIds)
|
||||
@@ -803,6 +811,9 @@ namespace Unity.Netcode
|
||||
SpawnedObjectsList.Remove(networkObject);
|
||||
}
|
||||
|
||||
// Always clear out the observers list when despawned
|
||||
networkObject.Observers.Clear();
|
||||
|
||||
var gobj = networkObject.gameObject;
|
||||
if (destroyGameObject && gobj != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user