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)
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@@ -243,6 +243,15 @@ namespace Unity.Netcode.Transports.UTP
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PacketDropRate = 0
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};
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private struct PacketLossCache
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{
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public int PacketsReceived;
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public int PacketsDropped;
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public float PacketLoss;
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};
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private PacketLossCache m_PacketLossCache = new PacketLossCache();
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private State m_State = State.Disconnected;
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private NetworkDriver m_Driver;
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private NetworkSettings m_NetworkSettings;
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@@ -713,6 +722,15 @@ namespace Unity.Netcode.Transports.UTP
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m_Driver.ScheduleUpdate().Complete();
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if (m_ProtocolType == ProtocolType.RelayUnityTransport && m_Driver.GetRelayConnectionStatus() == RelayConnectionStatus.AllocationInvalid)
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{
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Debug.LogError("Transport failure! Relay allocation needs to be recreated, and NetworkManager restarted. " +
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"Use NetworkManager.OnTransportFailure to be notified of such events programmatically.");
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InvokeOnTransportEvent(NetcodeNetworkEvent.TransportFailure, 0, default, Time.realtimeSinceStartup);
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return;
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}
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while (AcceptConnection() && m_Driver.IsCreated)
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{
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;
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@@ -839,11 +857,22 @@ namespace Unity.Netcode.Transports.UTP
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{
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var sharedContext = (ReliableUtility.SharedContext*)sharedBuffer.GetUnsafePtr();
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var packetReceived = (float)sharedContext->stats.PacketsReceived;
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var packetDropped = (float)sharedContext->stats.PacketsDropped;
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var packetLoss = packetReceived > 0 ? packetDropped / packetReceived : 0;
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var packetReceivedDelta = (float)(sharedContext->stats.PacketsReceived - m_PacketLossCache.PacketsReceived);
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var packetDroppedDelta = (float)(sharedContext->stats.PacketsDropped - m_PacketLossCache.PacketsDropped);
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return packetLoss;
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// There can be multiple update happening in a single frame where no packets have transitioned
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// In those situation we want to return the last packet loss value instead of 0 to avoid invalid swings
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if (packetDroppedDelta == 0 && packetReceivedDelta == 0)
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{
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return m_PacketLossCache.PacketLoss;
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}
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m_PacketLossCache.PacketsReceived = sharedContext->stats.PacketsReceived;
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m_PacketLossCache.PacketsDropped = sharedContext->stats.PacketsDropped;
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m_PacketLossCache.PacketLoss = packetReceivedDelta > 0 ? packetDroppedDelta / packetReceivedDelta : 0;
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return m_PacketLossCache.PacketLoss;
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}
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}
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@@ -1106,6 +1135,8 @@ namespace Unity.Netcode.Transports.UTP
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DisposeInternals();
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m_ReliableReceiveQueues.Clear();
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// We must reset this to zero because UTP actually re-uses clientIds if there is a clean disconnect
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m_ServerClientId = 0;
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}
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