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:
@@ -245,6 +245,73 @@ namespace Unity.Netcode
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}
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}
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/// <summary>
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/// Used with SortParentedNetworkObjects to sort the children of the root parent NetworkObject
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/// </summary>
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/// <param name="first">object to be sorted</param>
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/// <param name="second">object to be compared to for sorting the first object</param>
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/// <returns></returns>
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private int SortChildrenNetworkObjects(NetworkObject first, NetworkObject second)
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{
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var firstParent = first.GetCachedParent()?.GetComponent<NetworkObject>();
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// If the second is the first's parent then move the first down
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if (firstParent != null && firstParent == second)
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{
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return 1;
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}
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var secondParent = second.GetCachedParent()?.GetComponent<NetworkObject>();
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// If the first is the second's parent then move the first up
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if (secondParent != null && secondParent == first)
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{
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return -1;
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}
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// Otherwise, don't move the first at all
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return 0;
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}
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/// <summary>
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/// Sorts the synchronization order of the NetworkObjects to be serialized
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/// by parents before children order
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/// </summary>
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private void SortParentedNetworkObjects()
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{
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var networkObjectList = m_NetworkObjectsSync.ToList();
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foreach (var networkObject in networkObjectList)
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{
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// Find only the root parent NetworkObjects
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if (networkObject.transform.childCount > 0 && networkObject.transform.parent == null)
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{
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// Get all child NetworkObjects of the root
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var childNetworkObjects = networkObject.GetComponentsInChildren<NetworkObject>().ToList();
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childNetworkObjects.Sort(SortChildrenNetworkObjects);
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// Remove the root from the children list
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childNetworkObjects.Remove(networkObject);
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// Remove the root's children from the primary list
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foreach (var childObject in childNetworkObjects)
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{
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m_NetworkObjectsSync.Remove(childObject);
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}
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// Insert or Add the sorted children list
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var nextIndex = m_NetworkObjectsSync.IndexOf(networkObject) + 1;
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if (nextIndex == m_NetworkObjectsSync.Count)
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{
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m_NetworkObjectsSync.AddRange(childNetworkObjects);
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}
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else
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{
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m_NetworkObjectsSync.InsertRange(nextIndex, childNetworkObjects);
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}
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}
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}
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}
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internal static bool LogSerializationOrder = false;
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internal void AddSpawnedNetworkObjects()
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{
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m_NetworkObjectsSync.Clear();
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@@ -256,22 +323,22 @@ namespace Unity.Netcode
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}
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}
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// Sort by parents before children
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m_NetworkObjectsSync.Sort(SortParentedNetworkObjects);
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// Sort by INetworkPrefabInstanceHandler implementation before the
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// NetworkObjects spawned by the implementation
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m_NetworkObjectsSync.Sort(SortNetworkObjects);
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// The last thing we sort is parents before children
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SortParentedNetworkObjects();
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// This is useful to know what NetworkObjects a client is going to be synchronized with
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// as well as the order in which they will be deserialized
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if (m_NetworkManager.LogLevel == LogLevel.Developer)
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if (LogSerializationOrder && m_NetworkManager.LogLevel == LogLevel.Developer)
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{
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var messageBuilder = new System.Text.StringBuilder(0xFFFF);
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messageBuilder.Append("[Server-Side Client-Synchronization] NetworkObject serialization order:");
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messageBuilder.AppendLine("[Server-Side Client-Synchronization] NetworkObject serialization order:");
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foreach (var networkObject in m_NetworkObjectsSync)
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{
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messageBuilder.Append($"{networkObject.name}");
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messageBuilder.AppendLine($"{networkObject.name}");
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}
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NetworkLog.LogInfo(messageBuilder.ToString());
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}
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@@ -362,32 +429,6 @@ namespace Unity.Netcode
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return 0;
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}
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/// <summary>
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/// Sorts the synchronization order of the NetworkObjects to be serialized
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/// by parents before children.
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/// </summary>
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/// <remarks>
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/// This only handles late joining players. Spawning and nesting several children
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/// dynamically is still handled by the orphaned child list when deserialized out of
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/// hierarchical order (i.e. Spawn parent and child dynamically, parent message is
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/// dropped and re-sent but child object is received and processed)
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/// </remarks>
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private int SortParentedNetworkObjects(NetworkObject first, NetworkObject second)
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{
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// If the first has a parent, move the first down
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if (first.transform.parent != null)
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{
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return 1;
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}
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else // If the second has a parent and the first does not, then move the first up
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if (second.transform.parent != null)
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{
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return -1;
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}
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return 0;
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}
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/// <summary>
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/// Client and Server Side:
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/// Serializes data based on the SceneEvent type (<see cref="SceneEventType"/>)
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