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:
Unity Technologies
2022-06-21 00:00:00 +00:00
parent 5b1fc203ed
commit 0f7a30d285
62 changed files with 3763 additions and 1286 deletions

View File

@@ -1,4 +1,4 @@
using System;
namespace Unity.Netcode.TestHelpers.Runtime
{
public class ObjectNameIdentifier : NetworkBehaviour
@@ -7,36 +7,46 @@ namespace Unity.Netcode.TestHelpers.Runtime
private ulong m_CurrentNetworkObjectId;
private bool m_IsRegistered;
private const char k_TagInfoStart = '{';
private const char k_TagInfoStop = '}';
/// <summary>
/// Keep a reference to the assigned NetworkObject
/// <see cref="OnDestroy"/>
/// </summary>
[NonSerialized]
private NetworkObject m_NetworkObject;
private string m_OriginalName;
public override void OnNetworkSpawn()
{
RegisterAndLabelNetworkObject();
}
protected void RegisterAndLabelNetworkObject()
{
if (!m_IsRegistered)
{
if (string.IsNullOrEmpty(m_OriginalName))
{
m_OriginalName = gameObject.name.Replace("(Clone)", "");
}
// This is required otherwise it will try to continue to update the NetworkBehaviour even if
// it has been destroyed.
m_NetworkObject = NetworkObject;
m_CurrentOwner = OwnerClientId;
m_CurrentNetworkObjectId = NetworkObjectId;
var objectOriginalName = gameObject.name.Replace("(Clone)", "");
var serverOrClient = IsServer ? "Server" : "Client";
if (NetworkObject.IsPlayerObject)
{
gameObject.name = NetworkManager.LocalClientId == OwnerClientId ? $"{objectOriginalName}({OwnerClientId})-Local{objectOriginalName}" :
$"{objectOriginalName}({OwnerClientId})-On{serverOrClient}({NetworkManager.LocalClientId})";
gameObject.name = NetworkManager.LocalClientId == OwnerClientId ? $"{m_OriginalName}-{k_TagInfoStart}{OwnerClientId}{k_TagInfoStop}-Local{m_OriginalName}" :
$"{m_OriginalName}-{k_TagInfoStart}{OwnerClientId}{k_TagInfoStop}- On{serverOrClient}{k_TagInfoStart}{NetworkManager.LocalClientId}{k_TagInfoStop}";
}
else
{
gameObject.name = $"{objectOriginalName}({NetworkObjectId})-On{serverOrClient}({NetworkManager.LocalClientId})";
gameObject.name = $"{m_OriginalName}{k_TagInfoStart}{NetworkObjectId}{k_TagInfoStop}-On{serverOrClient}{k_TagInfoStart}{NetworkManager.LocalClientId}{k_TagInfoStop}";
}
// Don't add the player objects to the global list of NetworkObjects