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

@@ -193,6 +193,7 @@ namespace Unity.Netcode
/// <summary>
/// Sends a named message to all clients
/// </summary>
/// <param name="messageName">The message name to send</param>
/// <param name="messageStream">The message stream containing the data</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessageToAll(string messageName, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)

View File

@@ -3,21 +3,52 @@ using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// Server-Side RPC
/// Place holder. <see cref="ServerRpcParams"/>
/// Note: Clients always send to one destination when sending RPCs to the server
/// so this structure is a place holder
/// </summary>
public struct ServerRpcSendParams
{
}
/// <summary>
/// The receive parameters for server-side remote procedure calls
/// </summary>
public struct ServerRpcReceiveParams
{
/// <summary>
/// Server-Side RPC
/// The client identifier of the sender
/// </summary>
public ulong SenderClientId;
}
/// <summary>
/// Server-Side RPC
/// Can be used with any sever-side remote procedure call
/// Note: typically this is use primarily for the <see cref="ServerRpcReceiveParams"/>
/// </summary>
public struct ServerRpcParams
{
/// <summary>
/// The server RPC send parameters (currently a place holder)
/// </summary>
public ServerRpcSendParams Send;
/// <summary>
/// The client RPC receive parameters provides you with the sender's identifier
/// </summary>
public ServerRpcReceiveParams Receive;
}
/// <summary>
/// Client-Side RPC
/// The send parameters, when sending client RPCs, provides you wil the ability to
/// target specific clients as a managed or unmanaged list:
/// <see cref="TargetClientIds"/> and <see cref="TargetClientIdsNativeArray"/>
/// </summary>
public struct ClientRpcSendParams
{
/// <summary>
@@ -34,13 +65,32 @@ namespace Unity.Netcode
public NativeArray<ulong>? TargetClientIdsNativeArray;
}
/// <summary>
/// Client-Side RPC
/// Place holder. <see cref="ServerRpcParams"/>
/// Note: Server will always be the sender, so this structure is a place holder
/// </summary>
public struct ClientRpcReceiveParams
{
}
/// <summary>
/// Client-Side RPC
/// Can be used with any client-side remote procedure call
/// Note: Typically this is used primarily for sending to a specific list
/// of clients as opposed to the default (all).
/// <see cref="ClientRpcSendParams"/>
/// </summary>
public struct ClientRpcParams
{
/// <summary>
/// The client RPC send parameters provides you with the ability to send to a specific list of clients
/// </summary>
public ClientRpcSendParams Send;
/// <summary>
/// The client RPC receive parameters (currently a place holder)
/// </summary>
public ClientRpcReceiveParams Receive;
}