com.unity.netcode.gameobjects@1.1.0
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). ## [1.1.0] - 2022-10-21 ### Added - Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261) - `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235) - IPv6 is now supported for direct connections when using `UnityTransport`. (#2232) - Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) - Added position, rotation, and scale to the `ParentSyncMessage` which provides users the ability to specify the final values on the server-side when `OnNetworkObjectParentChanged` is invoked just before the message is created (when the `Transform` values are applied to the message). (#2146) - Added `NetworkObject.TryRemoveParent` method for convenience purposes opposed to having to cast null to either `GameObject` or `NetworkObject`. (#2146) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.0. (#2231) - The send queues of `UnityTransport` are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the `MaxSendQueueSize` property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212) - As a consequence of the above change, the `UnityTransport.InitialMaxSendQueueSize` field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212) - The debug simulator in `UnityTransport` is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196) - `NetworkVariable<>` now supports managed `INetworkSerializable` types, as well as other managed types with serialization/deserialization delegates registered to `UserNetworkVariableSerialization<T>.WriteValue` and `UserNetworkVariableSerialization<T>.ReadValue` (#2219) - `NetworkVariable<>` and `BufferSerializer<BufferSerializerReader>` now deserialize `INetworkSerializable` types in-place, rather than constructing new ones. (#2219) ### Fixed - Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261) - Fixed issue caused when changing ownership of objects hidden to some clients (#2242) - Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239) - Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226) - Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225) - Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222) - Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222) - Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222) - Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220) - Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203) - Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199) - Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158) - Fixed warning resulting from a stray NetworkAnimator.meta file (#2153) - Fixed Connection Approval Timeout not working client side. (#2164) - Fixed issue where the `WorldPositionStays` parenting parameter was not being synchronized with clients. (#2146) - Fixed issue where parented in-scene placed `NetworkObject`s would fail for late joining clients. (#2146) - Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when `WorldPositionStays` was true. (#2146) - Fixed issue with `NetworkTransform.ApplyTransformToNetworkStateWithInfo` where it was not honoring axis sync settings when `NetworkTransformState.IsTeleportingNextFrame` was true. (#2146) - Fixed issue with `NetworkTransform.TryCommitTransformToServer` where it was not honoring the `InLocalSpace` setting. (#2146) - Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144) - Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142) - Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127) - Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127) - Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739) - Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171) - Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987) - Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
This commit is contained in:
@@ -20,7 +20,7 @@ namespace Unity.Netcode
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/// <summary>
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/// The main component of the library
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/// </summary>
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[AddComponentMenu("Netcode/" + nameof(NetworkManager), -100)]
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[AddComponentMenu("Netcode/Network Manager", -100)]
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public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
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{
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#pragma warning disable IDE1006 // disable naming rule violation check
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@@ -51,7 +51,7 @@ namespace Unity.Netcode
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internal static string PrefabDebugHelper(NetworkPrefab networkPrefab)
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{
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return $"{nameof(NetworkPrefab)} \"{networkPrefab.Prefab.gameObject.name}\"";
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return $"{nameof(NetworkPrefab)} \"{networkPrefab.Prefab.name}\"";
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}
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internal NetworkBehaviourUpdater BehaviourUpdater { get; set; }
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@@ -187,8 +187,7 @@ namespace Unity.Netcode
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/// <returns>a <see cref="GameObject"/> that is either the override or if no overrides exist it returns the same as the one passed in as a parameter</returns>
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public GameObject GetNetworkPrefabOverride(GameObject gameObject)
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{
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var networkObject = gameObject.GetComponent<NetworkObject>();
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if (networkObject != null)
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if (gameObject.TryGetComponent<NetworkObject>(out var networkObject))
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{
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if (NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(networkObject.GlobalObjectIdHash))
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{
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@@ -367,10 +366,22 @@ namespace Unity.Netcode
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public bool IsListening { get; internal set; }
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/// <summary>
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/// Gets if we are connected as a client
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/// When true, the client is connected, approved, and synchronized with
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/// the server.
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/// </summary>
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public bool IsConnectedClient { get; internal set; }
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/// <summary>
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/// Is true when the client has been approved.
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/// </summary>
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/// <remarks>
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/// This only reflects the client's approved status and does not mean the client
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/// has finished the connection and synchronization process. The server-host will
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/// always be approved upon being starting the <see cref="NetworkManager"/>
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/// <see cref="IsConnectedClient"/>
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/// </remarks>
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public bool IsApproved { get; internal set; }
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/// <summary>
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/// Can be used to determine if the <see cref="NetworkManager"/> is currently shutting itself down
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/// </summary>
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@@ -519,8 +530,7 @@ namespace Unity.Netcode
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var networkPrefabGo = networkPrefab?.Prefab;
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if (networkPrefabGo != null)
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{
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var networkObject = networkPrefabGo.GetComponent<NetworkObject>();
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if (networkObject == null)
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if (!networkPrefabGo.TryGetComponent<NetworkObject>(out var networkObject))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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@@ -695,8 +705,7 @@ namespace Unity.Netcode
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}
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else if (networkPrefab.Override == NetworkPrefabOverride.None)
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{
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networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
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if (networkObject == null)
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if (!networkPrefab.Prefab.TryGetComponent(out networkObject))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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@@ -742,8 +751,7 @@ namespace Unity.Netcode
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}
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else
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{
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networkObject = networkPrefab.SourcePrefabToOverride.GetComponent<NetworkObject>();
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if (networkObject == null)
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if (!networkPrefab.SourcePrefabToOverride.TryGetComponent(out networkObject))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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@@ -881,6 +889,8 @@ namespace Unity.Netcode
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return;
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}
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IsApproved = false;
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ComponentFactory.SetDefaults();
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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@@ -968,8 +978,7 @@ namespace Unity.Netcode
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// If we have a player prefab, then we need to verify it is in the list of NetworkPrefabOverrideLinks for client side spawning.
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if (NetworkConfig.PlayerPrefab != null)
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{
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var playerPrefabNetworkObject = NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
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if (playerPrefabNetworkObject != null)
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if (NetworkConfig.PlayerPrefab.TryGetComponent<NetworkObject>(out var playerPrefabNetworkObject))
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{
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//In the event there is no NetworkPrefab entry (i.e. no override for default player prefab)
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if (!NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(playerPrefabNetworkObject
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@@ -1023,24 +1032,38 @@ namespace Unity.Netcode
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}
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Initialize(true);
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IsServer = true;
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IsClient = false;
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IsListening = true;
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// If we failed to start then shutdown and notify user that the transport failed to start
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if (NetworkConfig.NetworkTransport.StartServer())
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try
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{
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IsServer = true;
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IsClient = false;
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IsListening = true;
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// If we failed to start then shutdown and notify user that the transport failed to start
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if (NetworkConfig.NetworkTransport.StartServer())
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{
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SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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OnServerStarted?.Invoke();
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IsApproved = true;
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return true;
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}
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else
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{
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IsServer = false;
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IsClient = false;
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IsListening = false;
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OnServerStarted?.Invoke();
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return true;
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Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
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OnTransportFailure?.Invoke();
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Shutdown();
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}
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}
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else
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catch (Exception)
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{
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Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
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OnTransportFailure?.Invoke();
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Shutdown();
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IsServer = false;
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IsClient = false;
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IsListening = false;
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throw;
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}
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return false;
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@@ -1098,23 +1121,38 @@ namespace Unity.Netcode
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Initialize(true);
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// If we failed to start then shutdown and notify user that the transport failed to start
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if (!NetworkConfig.NetworkTransport.StartServer())
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IsServer = true;
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IsClient = true;
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IsListening = true;
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try
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{
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Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
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OnTransportFailure?.Invoke();
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Shutdown();
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return false;
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// If we failed to start then shutdown and notify user that the transport failed to start
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if (!NetworkConfig.NetworkTransport.StartServer())
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{
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Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
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OnTransportFailure?.Invoke();
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Shutdown();
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IsServer = false;
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IsClient = false;
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IsListening = false;
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return false;
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}
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}
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catch (Exception)
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{
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IsServer = false;
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IsClient = false;
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IsListening = false;
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throw;
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}
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MessagingSystem.ClientConnected(ServerClientId);
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LocalClientId = ServerClientId;
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NetworkMetrics.SetConnectionId(LocalClientId);
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IsServer = true;
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IsClient = true;
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IsListening = true;
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if (NetworkConfig.ConnectionApproval && ConnectionApprovalCallback != null)
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{
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var response = new ConnectionApprovalResponse();
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@@ -1128,6 +1166,7 @@ namespace Unity.Netcode
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}
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response.Approved = true;
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IsApproved = true;
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HandleConnectionApproval(ServerClientId, response);
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}
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else
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@@ -1389,6 +1428,7 @@ namespace Unity.Netcode
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}
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IsConnectedClient = false;
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IsApproved = false;
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// We need to clean up NetworkObjects before we reset the IsServer
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// and IsClient properties. This provides consistency of these two
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@@ -1560,7 +1600,7 @@ namespace Unity.Netcode
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}
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// Only update RTT here, server time is updated by time sync messages
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var reset = NetworkTimeSystem.Advance(Time.deltaTime);
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var reset = NetworkTimeSystem.Advance(Time.unscaledDeltaTime);
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if (reset)
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{
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NetworkTickSystem.Reset(NetworkTimeSystem.LocalTime, NetworkTimeSystem.ServerTime);
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@@ -1569,7 +1609,7 @@ namespace Unity.Netcode
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if (IsServer == false)
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{
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NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + Time.deltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
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NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + Time.unscaledDeltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
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}
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}
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@@ -1614,7 +1654,9 @@ namespace Unity.Netcode
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{
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var message = new ConnectionRequestMessage
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{
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ConfigHash = NetworkConfig.GetConfig(),
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// Since only a remote client will send a connection request,
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// we should always force the rebuilding of the NetworkConfig hash value
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ConfigHash = NetworkConfig.GetConfig(false),
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ShouldSendConnectionData = NetworkConfig.ConnectionApproval,
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ConnectionData = NetworkConfig.ConnectionData
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};
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@@ -1623,23 +1665,73 @@ namespace Unity.Netcode
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private IEnumerator ApprovalTimeout(ulong clientId)
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{
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NetworkTime timeStarted = LocalTime;
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var timeStarted = IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup;
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var timedOut = false;
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var connectionApproved = false;
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var connectionNotApproved = false;
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var timeoutMarker = timeStarted + NetworkConfig.ClientConnectionBufferTimeout;
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//We yield every frame incase a pending client disconnects and someone else gets its connection id
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while ((LocalTime - timeStarted).Time < NetworkConfig.ClientConnectionBufferTimeout && PendingClients.ContainsKey(clientId))
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while (IsListening && !ShutdownInProgress && !timedOut && !connectionApproved)
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{
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yield return null;
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// Check if we timed out
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timedOut = timeoutMarker < (IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup);
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if (IsServer)
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{
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// When the client is no longer in the pending clients list and is in the connected clients list
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// it has been approved
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connectionApproved = !PendingClients.ContainsKey(clientId) && ConnectedClients.ContainsKey(clientId);
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// For the server side, if the client is in neither list then it was declined or the client disconnected
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connectionNotApproved = !PendingClients.ContainsKey(clientId) && !ConnectedClients.ContainsKey(clientId);
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}
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else
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{
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connectionApproved = IsApproved;
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}
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}
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if (PendingClients.ContainsKey(clientId) && !ConnectedClients.ContainsKey(clientId))
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// Exit coroutine if we are no longer listening or a shutdown is in progress (client or server)
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if (!IsListening || ShutdownInProgress)
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{
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yield break;
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}
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// If the client timed out or was not approved
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if (timedOut || connectionNotApproved)
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{
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// Timeout
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo($"Client {clientId} Handshake Timed Out");
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if (timedOut)
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{
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if (IsServer)
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{
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// Log a warning that the transport detected a connection but then did not receive a follow up connection request message.
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// (hacking or something happened to the server's network connection)
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NetworkLog.LogWarning($"Server detected a transport connection from Client-{clientId}, but timed out waiting for the connection request message.");
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}
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else
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{
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// We only provide informational logging for the client side
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NetworkLog.LogInfo("Timed out waiting for the server to approve the connection request.");
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}
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}
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else if (connectionNotApproved)
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{
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NetworkLog.LogInfo($"Client-{clientId} was either denied approval or disconnected while being approved.");
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}
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}
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DisconnectClient(clientId);
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if (IsServer)
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{
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DisconnectClient(clientId);
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}
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else
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{
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Shutdown(true);
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}
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}
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}
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@@ -1916,13 +2008,20 @@ namespace Unity.Netcode
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var playerObject = networkClient.PlayerObject;
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if (playerObject != null)
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{
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if (PrefabHandler.ContainsHandler(ConnectedClients[clientId].PlayerObject.GlobalObjectIdHash))
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if (!playerObject.DontDestroyWithOwner)
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{
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PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].PlayerObject);
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if (PrefabHandler.ContainsHandler(ConnectedClients[clientId].PlayerObject.GlobalObjectIdHash))
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{
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PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].PlayerObject);
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}
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else
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{
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Destroy(playerObject.gameObject);
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}
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}
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else
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{
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Destroy(playerObject.gameObject);
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playerObject.RemoveOwnership();
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}
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}
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@@ -2033,14 +2132,31 @@ namespace Unity.Netcode
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if (response.CreatePlayerObject)
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{
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var networkObject = SpawnManager.CreateLocalNetworkObject(
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isSceneObject: false,
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response.PlayerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash,
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ownerClientId,
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parentNetworkId: null,
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networkSceneHandle: null,
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response.Position,
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response.Rotation);
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var playerPrefabHash = response.PlayerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
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// Generate a SceneObject for the player object to spawn
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var sceneObject = new NetworkObject.SceneObject
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{
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Header = new NetworkObject.SceneObject.HeaderData
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{
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IsPlayerObject = true,
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OwnerClientId = ownerClientId,
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IsSceneObject = false,
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HasTransform = true,
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Hash = playerPrefabHash,
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},
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TargetClientId = ownerClientId,
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Transform = new NetworkObject.SceneObject.TransformData
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{
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Position = response.Position.GetValueOrDefault(),
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Rotation = response.Rotation.GetValueOrDefault()
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}
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};
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// Create the player NetworkObject locally
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var networkObject = SpawnManager.CreateLocalNetworkObject(sceneObject);
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// Spawn the player NetworkObject locally
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SpawnManager.SpawnNetworkObjectLocally(
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networkObject,
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SpawnManager.GetNetworkObjectId(),
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Reference in New Issue
Block a user