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:
@@ -10,6 +10,9 @@ namespace Unity.Netcode
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/// </summary>
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public class NetworkSpawnManager
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{
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// Stores the objects that need to be shown at end-of-frame
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internal Dictionary<ulong, List<NetworkObject>> ObjectsToShowToClient = new Dictionary<ulong, List<NetworkObject>>();
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/// <summary>
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/// The currently spawned objects
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/// </summary>
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@@ -37,6 +40,41 @@ namespace Unity.Netcode
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/// </summary>
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private Dictionary<ulong, ulong> m_ObjectToOwnershipTable = new Dictionary<ulong, ulong>();
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internal void MarkObjectForShowingTo(NetworkObject networkObject, ulong clientId)
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{
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if (!ObjectsToShowToClient.ContainsKey(clientId))
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{
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ObjectsToShowToClient.Add(clientId, new List<NetworkObject>());
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}
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ObjectsToShowToClient[clientId].Add(networkObject);
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}
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// returns whether any matching objects would have become visible and were returned to hidden state
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internal bool RemoveObjectFromShowingTo(NetworkObject networkObject, ulong clientId)
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{
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var ret = false;
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if (!ObjectsToShowToClient.ContainsKey(clientId))
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{
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return false;
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}
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// probably overkill, but deals with multiple entries
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while (ObjectsToShowToClient[clientId].Contains(networkObject))
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{
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Debug.LogWarning(
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"Object was shown and hidden from the same client in the same Network frame. As a result, the client will _not_ receive a NetworkSpawn");
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ObjectsToShowToClient[clientId].Remove(networkObject);
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ret = true;
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}
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if (ret)
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{
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networkObject.Observers.Remove(clientId);
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}
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return ret;
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}
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/// <summary>
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/// Used to update a NetworkObject's ownership
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/// </summary>
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@@ -141,11 +179,6 @@ namespace Unity.Netcode
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/// </summary>
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public NetworkManager NetworkManager { get; }
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internal NetworkSpawnManager(NetworkManager networkManager)
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{
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NetworkManager = networkManager;
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}
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internal readonly Queue<ReleasedNetworkId> ReleasedNetworkObjectIds = new Queue<ReleasedNetworkId>();
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private ulong m_NetworkObjectIdCounter;
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@@ -223,7 +256,7 @@ namespace Unity.Netcode
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NetworkObjectId = networkObject.NetworkObjectId,
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OwnerClientId = networkObject.OwnerClientId
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};
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var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
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var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
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foreach (var client in NetworkManager.ConnectedClients)
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{
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@@ -286,7 +319,7 @@ namespace Unity.Netcode
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{
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if (networkObject.IsNetworkVisibleTo(client.Value.ClientId))
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{
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var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
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var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
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NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
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}
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}
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@@ -584,8 +617,10 @@ namespace Unity.Netcode
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}
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}
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if (NetworkManager.IsServer)
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// If we are the server and should spawn with observers
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if (NetworkManager.IsServer && networkObject.SpawnWithObservers)
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{
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// Add client observers
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for (int i = 0; i < NetworkManager.ConnectedClientsList.Count; i++)
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{
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if (networkObject.CheckObjectVisibility == null || networkObject.CheckObjectVisibility(NetworkManager.ConnectedClientsList[i].ClientId))
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@@ -600,7 +635,7 @@ namespace Unity.Netcode
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networkObject.InvokeBehaviourNetworkSpawn();
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NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredMessageManager.TriggerType.OnSpawn, networkId);
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NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnSpawn, networkId);
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// propagate the IsSceneObject setting to child NetworkObjects
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var children = networkObject.GetComponentsInChildren<NetworkObject>();
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@@ -633,7 +668,7 @@ namespace Unity.Netcode
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{
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ObjectInfo = networkObject.GetMessageSceneObject(clientId)
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};
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var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, clientId);
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var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, clientId);
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NetworkManager.NetworkMetrics.TrackObjectSpawnSent(clientId, networkObject, size);
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}
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@@ -883,7 +918,7 @@ namespace Unity.Netcode
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NetworkObjectId = networkObject.NetworkObjectId,
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DestroyGameObject = networkObject.IsSceneObject != false ? destroyGameObject : true
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};
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var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, m_TargetClientIds);
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var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, m_TargetClientIds);
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foreach (var targetClientId in m_TargetClientIds)
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{
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NetworkManager.NetworkMetrics.TrackObjectDestroySent(targetClientId, networkObject, size);
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@@ -944,5 +979,27 @@ namespace Unity.Netcode
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}
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}
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}
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/// <summary>
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/// See <see cref="NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick"/>
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/// </summary>
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internal void HandleNetworkObjectShow()
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{
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// Handle NetworkObjects to show
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foreach (var client in ObjectsToShowToClient)
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{
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ulong clientId = client.Key;
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foreach (var networkObject in client.Value)
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{
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SendSpawnCallForObject(clientId, networkObject);
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}
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}
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ObjectsToShowToClient.Clear();
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}
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internal NetworkSpawnManager(NetworkManager networkManager)
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{
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NetworkManager = networkManager;
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}
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}
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}
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