com.unity.netcode.gameobjects@1.0.0-pre.5
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.5] - 2022-01-26 ### Added - Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528) ### Changed - NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484) - NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484) ### Fixed - Fixed network tick value sometimes being duplicated or skipped. (#1614) - Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
This commit is contained in:
@@ -197,11 +197,6 @@ namespace Unity.Netcode
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public NetworkTime ServerTime => NetworkTickSystem?.ServerTime ?? default;
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/// <summary>
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/// Gets or sets if the NetworkManager should be marked as DontDestroyOnLoad
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/// </summary>
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[HideInInspector] public bool DontDestroy = true;
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/// <summary>
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/// Gets or sets if the application should be set to run in background
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/// </summary>
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@@ -490,6 +485,13 @@ namespace Unity.Netcode
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private void Initialize(bool server)
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{
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// Don't allow the user to start a network session if the NetworkManager is
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// still parented under another GameObject
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if (NetworkManagerCheckForParent(true))
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{
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return;
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}
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo(nameof(Initialize));
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@@ -941,11 +943,6 @@ namespace Unity.Netcode
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private void OnEnable()
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{
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if (DontDestroy)
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{
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DontDestroyOnLoad(gameObject);
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}
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if (RunInBackground)
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{
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Application.runInBackground = true;
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@@ -955,6 +952,11 @@ namespace Unity.Netcode
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{
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SetSingleton();
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}
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if (!NetworkManagerCheckForParent())
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{
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DontDestroyOnLoad(gameObject);
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}
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}
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private void Awake()
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@@ -962,6 +964,48 @@ namespace Unity.Netcode
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UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded;
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}
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/// <summary>
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/// Handle runtime detection for parenting the NetworkManager's GameObject under another GameObject
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/// </summary>
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private void OnTransformParentChanged()
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{
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NetworkManagerCheckForParent();
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}
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/// <summary>
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/// Determines if the NetworkManager's GameObject is parented under another GameObject and
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/// notifies the user that this is not allowed for the NetworkManager.
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/// </summary>
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internal bool NetworkManagerCheckForParent(bool ignoreNetworkManagerCache = false)
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{
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#if UNITY_EDITOR
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var isParented = NetworkManagerHelper.NotifyUserOfNestedNetworkManager(this, ignoreNetworkManagerCache);
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#else
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var isParented = transform.root != transform;
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if (isParented)
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{
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throw new Exception(GenerateNestedNetworkManagerMessage(transform));
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}
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#endif
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return isParented;
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}
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static internal string GenerateNestedNetworkManagerMessage(Transform transform)
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{
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return $"{transform.name} is nested under {transform.root.name}. NetworkManager cannot be nested.\n";
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}
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#if UNITY_EDITOR
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static internal INetworkManagerHelper NetworkManagerHelper;
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/// <summary>
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/// Interface for NetworkManagerHelper
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/// </summary>
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internal interface INetworkManagerHelper
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{
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bool NotifyUserOfNestedNetworkManager(NetworkManager networkManager, bool ignoreNetworkManagerCache = false, bool editorTest = false);
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}
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#endif
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// Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when unloading a scene with a NetworkManager
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private void OnSceneUnloaded(Scene scene)
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{
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@@ -272,18 +272,22 @@ namespace Unity.Netcode
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{
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reader.ReadValueSafe(out int index);
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reader.ReadValueSafe(out T value);
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if (index < m_List.Length)
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if (index >= m_List.Length)
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{
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m_List[index] = value;
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throw new Exception("Shouldn't be here, index is higher than list length");
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}
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var previousValue = m_List[index];
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m_List[index] = value;
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if (OnListChanged != null)
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{
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OnListChanged(new NetworkListEvent<T>
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{
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Type = eventType,
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Index = index,
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Value = value
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Value = value,
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PreviousValue = previousValue
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});
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}
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@@ -293,7 +297,8 @@ namespace Unity.Netcode
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{
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Type = eventType,
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Index = index,
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Value = value
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Value = value,
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PreviousValue = previousValue
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});
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}
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}
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@@ -368,7 +373,7 @@ namespace Unity.Netcode
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public bool Contains(T item)
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{
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int index = NativeArrayExtensions.IndexOf(m_List, item);
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return index == -1;
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return index != -1;
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}
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/// <inheritdoc />
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@@ -528,6 +533,11 @@ namespace Unity.Netcode
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/// </summary>
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public T Value;
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/// <summary>
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/// The previous value when "Value" has changed, if available.
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/// </summary>
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public T PreviousValue;
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/// <summary>
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/// the index changed, added or removed if available
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/// </summary>
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@@ -565,20 +565,8 @@ namespace Unity.Netcode
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GenerateScenesInBuild();
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// If NetworkManager has this set to true, then we can get the DDOL (DontDestroyOnLoad) from its GaemObject
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if (networkManager.DontDestroy)
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{
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DontDestroyOnLoadScene = networkManager.gameObject.scene;
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}
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else
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{
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// Otherwise, we have to create a GameObject and move it into the DDOL in order to
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// register the DDOL scene handle with NetworkSceneManager
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var myDDOLObject = new GameObject("DDOL-NWSM");
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UnityEngine.Object.DontDestroyOnLoad(myDDOLObject);
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DontDestroyOnLoadScene = myDDOLObject.scene;
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UnityEngine.Object.Destroy(myDDOLObject);
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}
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// Since NetworkManager is now always migrated to the DDOL we will use this to get the DDOL scene
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DontDestroyOnLoadScene = networkManager.gameObject.scene;
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ServerSceneHandleToClientSceneHandle.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene.handle);
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ScenesLoaded.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene);
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@@ -114,6 +114,11 @@ namespace Unity.Netcode
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{
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double d = m_TimeSec / m_TickInterval;
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m_CachedTick = (int)d;
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// This check is needed due to double division imprecision of large numbers
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if ((d - m_CachedTick) >= 0.999999999999)
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{
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m_CachedTick++;
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}
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m_CachedTickOffset = ((d - Math.Truncate(d)) * m_TickInterval);
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// This handles negative time, decreases tick by 1 and makes offset positive.
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