com.unity.netcode.gameobjects@2.0.0
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). ## [2.0.0] - 2024-09-12 ### Added - Added tooltips for all of the `NetworkObject` component's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049) - Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031) - Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013) - Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013) ### Fixed - Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051) - Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042) - Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030) - Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013) ### Changed - Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052) - Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052) - Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052) - Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
This commit is contained in:
@@ -95,6 +95,7 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
|
||||
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
@@ -131,6 +132,8 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
|
||||
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
if (clientId == m_NetworkManager.LocalClientId)
|
||||
@@ -286,6 +289,8 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
|
||||
|
||||
ulong hash = 0;
|
||||
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
|
||||
{
|
||||
@@ -367,6 +372,8 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
|
||||
|
||||
ulong hash = 0;
|
||||
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
|
||||
{
|
||||
@@ -405,5 +412,32 @@ namespace Unity.Netcode
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validate the size of the message. If it's a non-fragmented delivery type the message must fit within the
|
||||
/// max allowed size with headers also subtracted. Named messages also include the hash
|
||||
/// of the name string. Only validates in editor and development builds.
|
||||
/// </summary>
|
||||
/// <param name="messageStream">The named message payload</param>
|
||||
/// <param name="networkDelivery">Delivery method</param>
|
||||
/// <param name="isNamed">Is the message named (or unnamed)</param>
|
||||
/// <exception cref="OverflowException">Exception thrown in case validation fails</exception>
|
||||
private unsafe void ValidateMessageSize(FastBufferWriter messageStream, NetworkDelivery networkDelivery, bool isNamed)
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
var maxNonFragmentedSize = m_NetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
|
||||
if (isNamed)
|
||||
{
|
||||
maxNonFragmentedSize -= sizeof(ulong); // MessageName hash
|
||||
}
|
||||
if (networkDelivery != NetworkDelivery.ReliableFragmentedSequenced
|
||||
&& messageStream.Length > maxNonFragmentedSize)
|
||||
{
|
||||
throw new OverflowException($"Given message size ({messageStream.Length} bytes) is greater than " +
|
||||
$"the maximum allowed for the selected delivery method ({maxNonFragmentedSize} bytes). Try using " +
|
||||
$"ReliableFragmentedSequenced delivery method instead.");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user