com.unity.netcode.gameobjects@1.0.0-pre.4
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-pre.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
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@@ -16,7 +16,7 @@ namespace Unity.Netcode
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var message = new NamedMessage();
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reader.ReadValueSafe(out message.Hash);
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((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeNamedMessage(message.Hash, context.SenderId, reader);
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((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeNamedMessage(message.Hash, context.SenderId, reader, context.SerializedHeaderSize);
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}
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}
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}
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@@ -104,7 +104,6 @@ namespace Unity.Netcode
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public static unsafe void Receive(FastBufferReader reader, in NetworkContext context)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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var message = new SnapshotDataMessage();
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if (!reader.TryBeginRead(
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FastBufferWriter.GetWriteSize(message.CurrentTick) +
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@@ -142,20 +141,32 @@ namespace Unity.Netcode
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using (message.Spawns)
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using (message.Despawns)
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{
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message.Handle(context.SenderId, networkManager);
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message.Handle(context.SenderId, context.SystemOwner);
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}
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}
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public void Handle(ulong senderId, NetworkManager networkManager)
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public void Handle(ulong senderId, object systemOwner)
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{
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// todo: temporary hack around bug
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if (!networkManager.IsServer)
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if (systemOwner is NetworkManager)
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{
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senderId = networkManager.ServerClientId;
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}
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var networkManager = (NetworkManager)systemOwner;
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var snapshotSystem = networkManager.SnapshotSystem;
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snapshotSystem.HandleSnapshot(senderId, this);
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// todo: temporary hack around bug
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if (!networkManager.IsServer)
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{
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senderId = networkManager.ServerClientId;
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}
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var snapshotSystem = networkManager.SnapshotSystem;
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snapshotSystem.HandleSnapshot(senderId, this);
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}
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else
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{
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var ownerData = (Tuple<SnapshotSystem, ulong>)systemOwner;
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var snapshotSystem = ownerData.Item1;
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snapshotSystem.HandleSnapshot(ownerData.Item2, this);
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return;
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}
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}
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}
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}
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@@ -11,7 +11,7 @@ namespace Unity.Netcode
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public static void Receive(FastBufferReader reader, in NetworkContext context)
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{
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((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, reader);
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((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, reader, context.SerializedHeaderSize);
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}
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}
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}
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