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)
This commit is contained in:
Unity Technologies
2021-01-04 00:00:00 +00:00
parent f5664b4cc1
commit 36d07fad5e
59 changed files with 1585 additions and 681 deletions

View File

@@ -92,7 +92,7 @@ namespace Unity.Netcode.EditorTests
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0);
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
Assert.IsTrue(TestMessage.Deserialized);
Assert.AreEqual(1, TestMessage.DeserializedValues.Count);
Assert.AreEqual(message, TestMessage.DeserializedValues[0]);
@@ -143,7 +143,7 @@ namespace Unity.Netcode.EditorTests
};
var messageHeader = new MessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageSize = (uint)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
@@ -151,12 +151,10 @@ namespace Unity.Netcode.EditorTests
var writer = new FastBufferWriter(1300, Allocator.Temp);
using (writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(batchHeader) +
FastBufferWriter.GetWriteSize(messageHeader) +
FastBufferWriter.GetWriteSize(message));
writer.WriteValue(batchHeader);
writer.WriteValue(messageHeader);
writer.WriteValue(message);
writer.WriteValueSafe(batchHeader);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageType);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageSize);
writer.WriteValueSafe(message);
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
@@ -188,14 +186,13 @@ namespace Unity.Netcode.EditorTests
var writer = new FastBufferWriter(1300, Allocator.Temp);
using (writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(batchHeader) +
FastBufferWriter.GetWriteSize(messageHeader) * 2 +
FastBufferWriter.GetWriteSize(message) * 2);
writer.WriteValue(batchHeader);
writer.WriteValue(messageHeader);
writer.WriteValue(message);
writer.WriteValue(messageHeader);
writer.WriteValue(message2);
writer.WriteValueSafe(batchHeader);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageType);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageSize);
writer.WriteValueSafe(message);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageType);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageSize);
writer.WriteValueSafe(message2);
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)