com.unity.netcode.gameobjects@1.5.1
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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
This commit is contained in:
@@ -188,6 +188,12 @@ namespace Unity.Netcode
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/// </remarks>
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public Action OnMigratedToNewScene;
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/// <summary>
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/// When set to false, the NetworkObject will be spawned with no observers initially (other than the server)
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/// </summary>
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[Tooltip("When false, the NetworkObject will spawn with no observers initially. (default is true)")]
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public bool SpawnWithObservers = true;
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/// <summary>
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/// Delegate type for checking visibility
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/// </summary>
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@@ -361,8 +367,7 @@ namespace Unity.Netcode
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}
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return;
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}
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NetworkManager.MarkObjectForShowingTo(this, clientId);
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NetworkManager.SpawnManager.MarkObjectForShowingTo(this, clientId);
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Observers.Add(clientId);
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}
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@@ -452,7 +457,7 @@ namespace Unity.Netcode
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throw new VisibilityChangeException("Cannot hide an object from the server");
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}
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if (!NetworkManager.RemoveObjectFromShowingTo(this, clientId))
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if (!NetworkManager.SpawnManager.RemoveObjectFromShowingTo(this, clientId))
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{
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if (!Observers.Contains(clientId))
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{
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@@ -466,7 +471,7 @@ namespace Unity.Netcode
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DestroyGameObject = !IsSceneObject.Value
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};
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// Send destroy call
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var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
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var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
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NetworkManager.NetworkMetrics.TrackObjectDestroySent(clientId, this, size);
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}
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}
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@@ -532,14 +537,30 @@ namespace Unity.Netcode
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private void OnDestroy()
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{
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if (NetworkManager != null && NetworkManager.IsListening && NetworkManager.IsServer == false && IsSpawned &&
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(IsSceneObject == null || (IsSceneObject.Value != true)))
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// If no NetworkManager is assigned, then just exit early
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if (!NetworkManager)
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{
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throw new NotServerException($"Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
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return;
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}
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if (NetworkManager != null && NetworkManager.SpawnManager != null &&
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NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
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if (NetworkManager.IsListening && !NetworkManager.IsServer && IsSpawned &&
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(IsSceneObject == null || (IsSceneObject.Value != true)))
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{
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// Clients should not despawn NetworkObjects while connected to a session, but we don't want to destroy the current call stack
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// if this happens. Instead, we should just generate a network log error and exit early (as long as we are not shutting down).
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if (!NetworkManager.ShutdownInProgress)
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{
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// Since we still have a session connection, log locally and on the server to inform user of this issue.
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if (NetworkManager.LogLevel <= LogLevel.Error)
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{
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NetworkLog.LogErrorServer($"Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
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}
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return;
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}
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// Otherwise, clients can despawn NetworkObjects while shutting down and should not generate any messages when this happens
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}
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if (NetworkManager.SpawnManager != null && NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
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{
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if (this == networkObject)
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{
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@@ -898,7 +919,7 @@ namespace Unity.Netcode
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}
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}
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NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx);
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NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx);
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}
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}
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