com.unity.netcode.gameobjects@1.9.1
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). ## [1.9.1] - 2024-04-18 ### Added - Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820) - Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820) - Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820) - Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820) - Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820) - Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820) - Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820) - Added NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2820) - `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813) - `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813) - `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813) - Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813) ### Fixed - Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871) - Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845) - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2874) - Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2872) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
This commit is contained in:
@@ -505,12 +505,14 @@ namespace Unity.Netcode
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{
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get
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{
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if (m_NetworkObject != null)
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{
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return m_NetworkObject;
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}
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try
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{
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if (m_NetworkObject == null)
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{
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m_NetworkObject = GetComponentInParent<NetworkObject>();
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}
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m_NetworkObject = GetComponentInParent<NetworkObject>();
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}
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catch (Exception)
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{
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@@ -813,7 +815,16 @@ namespace Unity.Netcode
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// during OnNetworkSpawn has been sent and needs to be cleared
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for (int i = 0; i < NetworkVariableFields.Count; i++)
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{
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NetworkVariableFields[i].ResetDirty();
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var networkVariable = NetworkVariableFields[i];
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if (networkVariable.IsDirty())
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{
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if (networkVariable.CanSend())
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{
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networkVariable.UpdateLastSentTime();
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networkVariable.ResetDirty();
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networkVariable.SetDirty(false);
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}
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}
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}
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}
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else
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@@ -821,11 +832,18 @@ namespace Unity.Netcode
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// mark any variables we wrote as no longer dirty
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for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++)
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{
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NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty();
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var networkVariable = NetworkVariableFields[NetworkVariableIndexesToReset[i]];
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if (networkVariable.IsDirty())
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{
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if (networkVariable.CanSend())
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{
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networkVariable.UpdateLastSentTime();
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networkVariable.ResetDirty();
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networkVariable.SetDirty(false);
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}
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}
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}
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}
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MarkVariablesDirty(false);
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}
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internal void PreVariableUpdate()
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@@ -834,7 +852,6 @@ namespace Unity.Netcode
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{
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InitializeVariables();
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}
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PreNetworkVariableWrite();
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}
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@@ -861,7 +878,10 @@ namespace Unity.Netcode
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var networkVariable = NetworkVariableFields[k];
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if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId))
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{
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shouldSend = true;
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if (networkVariable.CanSend())
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{
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shouldSend = true;
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}
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break;
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}
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}
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@@ -902,9 +922,16 @@ namespace Unity.Netcode
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// TODO: There should be a better way by reading one dirty variable vs. 'n'
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for (int i = 0; i < NetworkVariableFields.Count; i++)
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{
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if (NetworkVariableFields[i].IsDirty())
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var networkVariable = NetworkVariableFields[i];
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if (networkVariable.IsDirty())
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{
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return true;
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if (networkVariable.CanSend())
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{
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return true;
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}
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// If it's dirty but can't be sent yet, we have to keep monitoring it until one of the
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// conditions blocking its send changes.
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NetworkManager.BehaviourUpdater.AddForUpdate(NetworkObject);
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}
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}
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@@ -1061,6 +1088,11 @@ namespace Unity.Netcode
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}
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public virtual void OnReanticipate(double lastRoundTripTime)
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{
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}
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/// <summary>
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/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
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/// </summary>
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@@ -11,6 +11,7 @@ namespace Unity.Netcode
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private NetworkManager m_NetworkManager;
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private NetworkConnectionManager m_ConnectionManager;
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private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
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private HashSet<NetworkObject> m_PendingDirtyNetworkObjects = new HashSet<NetworkObject>();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
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@@ -18,7 +19,7 @@ namespace Unity.Netcode
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internal void AddForUpdate(NetworkObject networkObject)
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{
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m_DirtyNetworkObjects.Add(networkObject);
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m_PendingDirtyNetworkObjects.Add(networkObject);
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}
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internal void NetworkBehaviourUpdate()
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@@ -28,6 +29,9 @@ namespace Unity.Netcode
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#endif
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try
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{
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m_DirtyNetworkObjects.UnionWith(m_PendingDirtyNetworkObjects);
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m_PendingDirtyNetworkObjects.Clear();
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// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point
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// trying to process them, even if they were previously marked as dirty.
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m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
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@@ -45,15 +45,25 @@ namespace Unity.Netcode
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DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0);
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AnticipationSystem.SetupForUpdate();
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MessageManager.ProcessIncomingMessageQueue();
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MessageManager.CleanupDisconnectedClients();
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AnticipationSystem.ProcessReanticipation();
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}
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break;
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case NetworkUpdateStage.PreUpdate:
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{
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NetworkTimeSystem.UpdateTime();
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AnticipationSystem.Update();
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}
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break;
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case NetworkUpdateStage.PostScriptLateUpdate:
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AnticipationSystem.Sync();
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AnticipationSystem.SetupForRender();
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break;
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case NetworkUpdateStage.PostLateUpdate:
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{
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// This should be invoked just prior to the MessageManager processes its outbound queue.
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@@ -274,6 +284,25 @@ namespace Unity.Netcode
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remove => ConnectionManager.OnTransportFailure -= value;
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}
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public delegate void ReanticipateDelegate(double lastRoundTripTime);
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/// <summary>
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/// This callback is called after all individual OnReanticipate calls on AnticipatedNetworkVariable
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/// and AnticipatedNetworkTransform values have been invoked. The first parameter is a hash set of
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/// all the variables that have been changed on this frame (you can detect a particular variable by
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/// checking if the set contains it), while the second parameter is a set of all anticipated network
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/// transforms that have been changed. Both are passed as their base class type.
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///
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/// The third parameter is the local time corresponding to the current authoritative server state
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/// (i.e., to determine the amount of time that needs to be re-simulated, you will use
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/// NetworkManager.LocalTime.Time - authorityTime).
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/// </summary>
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public event ReanticipateDelegate OnReanticipate
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{
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add => AnticipationSystem.OnReanticipate += value;
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remove => AnticipationSystem.OnReanticipate -= value;
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}
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/// <summary>
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/// The callback to invoke during connection approval. Allows client code to decide whether or not to allow incoming client connection
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/// </summary>
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@@ -518,6 +547,8 @@ namespace Unity.Netcode
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/// </summary>
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public NetworkTickSystem NetworkTickSystem { get; private set; }
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internal AnticipationSystem AnticipationSystem { get; private set; }
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/// <summary>
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/// Used for time mocking in tests
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/// </summary>
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@@ -813,6 +844,7 @@ namespace Unity.Netcode
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this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PostScriptLateUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
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// ComponentFactory needs to set its defaults next
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@@ -845,6 +877,7 @@ namespace Unity.Netcode
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// The remaining systems can then be initialized
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NetworkTimeSystem = server ? NetworkTimeSystem.ServerTimeSystem() : new NetworkTimeSystem(1.0 / NetworkConfig.TickRate);
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NetworkTickSystem = NetworkTimeSystem.Initialize(this);
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AnticipationSystem = new AnticipationSystem(this);
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// Create spawn manager instance
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SpawnManager = new NetworkSpawnManager(this);
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@@ -1185,6 +1218,12 @@ namespace Unity.Netcode
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IsListening = false;
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m_ShuttingDown = false;
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// Generate a local notification that the host client is disconnected
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if (IsHost)
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{
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ConnectionManager.InvokeOnClientDisconnectCallback(LocalClientId);
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}
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if (ConnectionManager.LocalClient.IsClient)
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{
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// If we were a client, we want to know if we were a host
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@@ -992,6 +992,11 @@ namespace Unity.Netcode
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m_CachedParent = parentTransform;
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}
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internal Transform GetCachedParent()
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{
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return m_CachedParent;
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}
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internal ulong? GetNetworkParenting() => m_LatestParent;
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internal void SetNetworkParenting(ulong? latestParent, bool worldPositionStays)
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@@ -1236,7 +1241,7 @@ namespace Unity.Netcode
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// we call CheckOrphanChildren() method and quickly iterate over OrphanChildren set and see if we can reparent/adopt one.
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internal static HashSet<NetworkObject> OrphanChildren = new HashSet<NetworkObject>();
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internal bool ApplyNetworkParenting(bool removeParent = false, bool ignoreNotSpawned = false)
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internal bool ApplyNetworkParenting(bool removeParent = false, bool ignoreNotSpawned = false, bool orphanedChildPass = false)
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{
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if (!AutoObjectParentSync)
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{
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@@ -1324,9 +1329,17 @@ namespace Unity.Netcode
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// If we made it here, then parent this instance under the parentObject
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var parentObject = NetworkManager.SpawnManager.SpawnedObjects[m_LatestParent.Value];
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// If we are handling an orphaned child and its parent is orphaned too, then don't parent yet.
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if (orphanedChildPass)
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{
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if (OrphanChildren.Contains(parentObject))
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{
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return false;
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}
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}
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m_CachedParent = parentObject.transform;
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transform.SetParent(parentObject.transform, m_CachedWorldPositionStays);
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InvokeBehaviourOnNetworkObjectParentChanged(parentObject);
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return true;
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}
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@@ -1336,7 +1349,7 @@ namespace Unity.Netcode
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var objectsToRemove = new List<NetworkObject>();
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foreach (var orphanObject in OrphanChildren)
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{
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if (orphanObject.ApplyNetworkParenting())
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if (orphanObject.ApplyNetworkParenting(orphanedChildPass: true))
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{
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objectsToRemove.Add(orphanObject);
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}
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@@ -1797,6 +1810,12 @@ namespace Unity.Netcode
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var syncRotationPositionLocalSpaceRelative = obj.HasParent && !m_CachedWorldPositionStays;
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var syncScaleLocalSpaceRelative = obj.HasParent && !m_CachedWorldPositionStays;
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// Always synchronize in-scene placed object's scale using local space
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if (obj.IsSceneObject)
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{
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syncScaleLocalSpaceRelative = obj.HasParent;
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}
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// If auto object synchronization is turned off
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if (!AutoObjectParentSync)
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{
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@@ -1808,7 +1827,6 @@ namespace Unity.Netcode
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syncScaleLocalSpaceRelative = obj.HasParent;
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}
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obj.Transform = new SceneObject.TransformData
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{
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// If we are parented and we have the m_CachedWorldPositionStays disabled, then use local space
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@@ -54,7 +54,14 @@ namespace Unity.Netcode
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/// </summary>
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PreLateUpdate = 6,
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/// <summary>
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/// Updated after Monobehaviour.LateUpdate, but BEFORE rendering
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/// </summary>
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// Yes, these numbers are out of order due to backward compatibility requirements.
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// The enum values are listed in the order they will be called.
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PostScriptLateUpdate = 8,
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/// <summary>
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/// Updated after the Monobehaviour.LateUpdate for all components is invoked
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/// and all rendering is complete
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/// </summary>
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PostLateUpdate = 7
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}
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@@ -258,6 +265,18 @@ namespace Unity.Netcode
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}
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}
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internal struct NetworkPostScriptLateUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkPostScriptLateUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostScriptLateUpdate)
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};
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}
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}
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internal struct NetworkPostLateUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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@@ -399,6 +418,7 @@ namespace Unity.Netcode
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else if (currentSystem.type == typeof(PreLateUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkPreLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.Before);
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TryAddLoopSystem(ref currentSystem, NetworkPostScriptLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.After);
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}
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else if (currentSystem.type == typeof(PostLateUpdate))
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{
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@@ -440,6 +460,7 @@ namespace Unity.Netcode
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else if (currentSystem.type == typeof(PreLateUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate));
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostScriptLateUpdate));
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}
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else if (currentSystem.type == typeof(PostLateUpdate))
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{
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