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:
Unity Technologies
2023-06-07 00:00:00 +00:00
parent b5abc3ff7c
commit 4d70c198bd
119 changed files with 11328 additions and 3164 deletions

View File

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