com.unity.netcode.gameobjects@1.0.0

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] - 2022-06-27

### Changed

- Changed version to 1.0.0. (#2046)
This commit is contained in:
Unity Technologies
2022-06-27 00:00:00 +00:00
parent 0f7a30d285
commit 18ffd5fdc8
44 changed files with 2667 additions and 67 deletions

View File

@@ -7,25 +7,55 @@ using UnityEngine.PlayerLoop;
namespace Unity.Netcode
{
/// <summary>
/// Defines the required interface of a network update system being executed by the network update loop.
/// Defines the required interface of a network update system being executed by the <see cref="NetworkUpdateLoop"/>.
/// </summary>
public interface INetworkUpdateSystem
{
/// <summary>
/// The update method that is being executed in the context of related <see cref="NetworkUpdateStage"/>.
/// </summary>
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> that is being executed.</param>
void NetworkUpdate(NetworkUpdateStage updateStage);
}
/// <summary>
/// Defines network update stages being executed by the network update loop.
/// See for more details on update stages:
/// https://docs.unity3d.com/ScriptReference/PlayerLoop.Initialization.html
/// </summary>
public enum NetworkUpdateStage : byte
{
Unset = 0, // Default
/// <summary>
/// Default value
/// </summary>
Unset = 0,
/// <summary>
/// Very first initialization update
/// </summary>
Initialization = 1,
/// <summary>
/// Invoked before Fixed update
/// </summary>
EarlyUpdate = 2,
/// <summary>
/// Fixed Update (i.e. state machine, physics, animations, etc)
/// </summary>
FixedUpdate = 3,
/// <summary>
/// Updated before the Monobehaviour.Update for all components is invoked
/// </summary>
PreUpdate = 4,
/// <summary>
/// Updated when the Monobehaviour.Update for all components is invoked
/// </summary>
Update = 5,
/// <summary>
/// Updated before the Monobehaviour.LateUpdate for all components is invoked
/// </summary>
PreLateUpdate = 6,
/// <summary>
/// Updated after the Monobehaviour.LateUpdate for all components is invoked
/// </summary>
PostLateUpdate = 7
}
@@ -53,6 +83,7 @@ namespace Unity.Netcode
/// <summary>
/// Registers a network update system to be executed in all network update stages.
/// </summary>
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
public static void RegisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
{
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
@@ -64,6 +95,8 @@ namespace Unity.Netcode
/// <summary>
/// Registers a network update system to be executed in a specific network update stage.
/// </summary>
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> being registered for the <see cref="INetworkUpdateSystem"/> implementation</param>
public static void RegisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
{
var sysSet = s_UpdateSystem_Sets[updateStage];
@@ -94,6 +127,7 @@ namespace Unity.Netcode
/// <summary>
/// Unregisters a network update system from all network update stages.
/// </summary>
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
public static void UnregisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
{
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
@@ -105,6 +139,8 @@ namespace Unity.Netcode
/// <summary>
/// Unregisters a network update system from a specific network update stage.
/// </summary>
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> to be deregistered from the <see cref="INetworkUpdateSystem"/> implementation</param>
public static void UnregisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
{
var sysSet = s_UpdateSystem_Sets[updateStage];