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:
@@ -124,6 +124,25 @@ namespace Unity.Netcode
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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a NativeArray of struct values implementing ISerializeByMemcpy
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/// </summary>
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/// <param name="value">The values to read/write</param>
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/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValue(ref value, allocator);
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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/// <summary>
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/// Read or write a NativeList of struct values implementing ISerializeByMemcpy
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/// </summary>
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/// <param name="value">The values to read/write</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValue(ref value);
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#endif
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/// <summary>
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/// Read or write a struct or class value implementing INetworkSerializable
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/// </summary>
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@@ -266,6 +285,7 @@ namespace Unity.Netcode
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// Those two are necessary to serialize FixedStrings efficiently
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// - otherwise we'd just be memcpy'ing the whole thing even if
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// most of it isn't used.
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/// <summary>
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/// Read or write a FixedString value
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/// </summary>
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@@ -275,6 +295,27 @@ namespace Unity.Netcode
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a NativeArray of FixedString values
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/// </summary>
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/// <typeparam name="T">The network serializable type</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution of FixedStrings</param>
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public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value, allocator);
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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/// <summary>
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/// Read or write a NativeList of FixedString values
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/// </summary>
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/// <typeparam name="T">The network serializable type</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution of FixedStrings</param>
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public void SerializeValue<T>(ref NativeList<T> value)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value);
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#endif
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/// <summary>
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/// Read or write a NetworkSerializable value.
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/// SerializeValue() is the preferred method to do this - this is provided for backward compatibility only.
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@@ -381,6 +422,31 @@ namespace Unity.Netcode
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/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
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public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value);
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/// <summary>
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/// Serialize a NativeArray of structs, "pre-checked", which skips buffer checks.
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/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
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/// calling this. In release builds, calling this without calling "PreCheck" may read or write
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/// past the end of the buffer, which will cause memory corruption and undefined behavior.
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/// </summary>
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/// <typeparam name="T">The network serializable types in an array</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
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public void SerializeValuePreChecked<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValuePreChecked(ref value, allocator);
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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/// <summary>
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/// Serialize a NativeList of structs, "pre-checked", which skips buffer checks.
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/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
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/// calling this. In release builds, calling this without calling "PreCheck" may read or write
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/// past the end of the buffer, which will cause memory corruption and undefined behavior.
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/// </summary>
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/// <typeparam name="T">The network serializable types in an array</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
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public void SerializeValuePreChecked<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValuePreChecked(ref value);
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#endif
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/// <summary>
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/// Serialize a Vector2, "pre-checked", which skips buffer checks.
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/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
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@@ -463,7 +529,7 @@ namespace Unity.Netcode
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public void SerializeValuePreChecked(ref Vector4 value) => m_Implementation.SerializeValuePreChecked(ref value);
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/// <summary>
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/// Serialize a Vector4Array, "pre-checked", which skips buffer checks.
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/// Serialize a Vector4 array, "pre-checked", which skips buffer checks.
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/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
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/// calling this. In release builds, calling this without calling "PreCheck" may read or write
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/// past the end of the buffer, which will cause memory corruption and undefined behavior.
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