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

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Collections;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
@@ -14,7 +15,7 @@ namespace Unity.Netcode.RuntimeTests
public class RpcTestNB : NetworkBehaviour
{
public event Action<ulong, ServerRpcParams> OnServer_Rpc;
public event Action<Vector3, Vector3[]> OnTypedServer_Rpc;
public event Action<Vector3, Vector3[], FixedString32Bytes> OnTypedServer_Rpc;
public event Action OnClient_Rpc;
[ServerRpc]
@@ -30,9 +31,9 @@ namespace Unity.Netcode.RuntimeTests
}
[ServerRpc]
public void MyTypedServerRpc(Vector3 param1, Vector3[] param2)
public void MyTypedServerRpc(Vector3 param1, Vector3[] param2, FixedString32Bytes param3)
{
OnTypedServer_Rpc(param1, param2);
OnTypedServer_Rpc(param1, param2, param3);
}
}
@@ -87,13 +88,16 @@ namespace Unity.Netcode.RuntimeTests
hasReceivedClientRpcLocally = true;
};
serverClientRpcTestNB.OnTypedServer_Rpc += (param1, param2) =>
var str = new FixedString32Bytes("abcdefg");
serverClientRpcTestNB.OnTypedServer_Rpc += (param1, param2, param3) =>
{
Debug.Log("TypedServerRpc received on server object");
Assert.AreEqual(param1, vector3);
Assert.AreEqual(param2.Length, vector3s.Length);
Assert.AreEqual(param2[0], vector3s[0]);
Assert.AreEqual(param2[1], vector3s[1]);
Assert.AreEqual(param3, str);
hasReceivedTypedServerRpc = true;
};
@@ -101,7 +105,7 @@ namespace Unity.Netcode.RuntimeTests
localClienRpcTestNB.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
// Send TypedServerRpc
localClienRpcTestNB.MyTypedServerRpc(vector3, vector3s);
localClienRpcTestNB.MyTypedServerRpc(vector3, vector3s, str);
// Send ClientRpc
serverClientRpcTestNB.MyClientRpc();