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:
@@ -50,7 +50,7 @@ namespace Unity.Netcode
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{
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if (tickRate == 0)
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{
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throw new ArgumentException("Tickrate must be a positive value.", nameof(tickRate));
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throw new ArgumentException("Tick rate must be a positive value.", nameof(tickRate));
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}
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TickRate = tickRate;
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@@ -1,4 +1,5 @@
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using System;
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using Unity.Profiling;
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namespace Unity.Netcode
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{
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@@ -8,6 +9,34 @@ namespace Unity.Netcode
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/// </summary>
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public class NetworkTimeSystem
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{
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/// <summary>
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/// TODO 2023-Q2: Not sure if this just needs to go away, but there is nothing that ever replaces this
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/// </summary>
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/// <remarks>
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/// This was the original comment when it lived in NetworkManager:
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/// todo talk with UX/Product, find good default value for this
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/// </remarks>
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private const float k_DefaultBufferSizeSec = 0.05f;
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/// <summary>
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/// Time synchronization frequency defaults to 1 synchronization message per second
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/// </summary>
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private const double k_TimeSyncFrequency = 1.0d;
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/// <summary>
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/// The threshold, in seconds, used to force a hard catchup of network time
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/// </summary>
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private const double k_HardResetThresholdSeconds = 0.2d;
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/// <summary>
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/// Default adjustment ratio
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/// </summary>
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private const double k_DefaultAdjustmentRatio = 0.01d;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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private static ProfilerMarker s_SyncTime = new ProfilerMarker($"{nameof(NetworkManager)}.SyncTime");
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#endif
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private double m_TimeSec;
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private double m_CurrentLocalTimeOffset;
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private double m_DesiredLocalTimeOffset;
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@@ -50,6 +79,16 @@ namespace Unity.Netcode
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internal double LastSyncedServerTimeSec { get; private set; }
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internal double LastSyncedRttSec { get; private set; }
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private NetworkConnectionManager m_ConnectionManager;
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private NetworkTransport m_NetworkTransport;
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private NetworkTickSystem m_NetworkTickSystem;
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private NetworkManager m_NetworkManager;
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/// <summary>
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/// <see cref="k_TimeSyncFrequency"/>
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/// </summary>
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private int m_TimeSyncFrequencyTicks;
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/// <summary>
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/// The constructor class for <see cref="NetworkTickSystem"/>
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/// </summary>
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@@ -57,7 +96,7 @@ namespace Unity.Netcode
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/// <param name="serverBufferSec">The amount of the time in seconds the client should buffer incoming messages from the server.</param>
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/// <param name="hardResetThresholdSec">The threshold, in seconds, used to force a hard catchup of network time.</param>
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/// <param name="adjustmentRatio">The ratio at which the NetworkTimeSystem speeds up or slows down time.</param>
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public NetworkTimeSystem(double localBufferSec, double serverBufferSec, double hardResetThresholdSec, double adjustmentRatio = 0.01d)
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public NetworkTimeSystem(double localBufferSec, double serverBufferSec = k_DefaultBufferSizeSec, double hardResetThresholdSec = k_HardResetThresholdSeconds, double adjustmentRatio = k_DefaultAdjustmentRatio)
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{
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LocalBufferSec = localBufferSec;
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ServerBufferSec = serverBufferSec;
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@@ -65,6 +104,89 @@ namespace Unity.Netcode
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AdjustmentRatio = adjustmentRatio;
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}
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/// <summary>
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/// The primary time system is initialized when a server-host or client is started
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/// </summary>
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internal NetworkTickSystem Initialize(NetworkManager networkManager)
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{
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m_NetworkManager = networkManager;
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m_ConnectionManager = networkManager.ConnectionManager;
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m_NetworkTransport = networkManager.NetworkConfig.NetworkTransport;
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m_TimeSyncFrequencyTicks = (int)(k_TimeSyncFrequency * networkManager.NetworkConfig.TickRate);
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m_NetworkTickSystem = new NetworkTickSystem(networkManager.NetworkConfig.TickRate, 0, 0);
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// Only the server side needs to register for tick based time synchronization
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if (m_ConnectionManager.LocalClient.IsServer)
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{
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m_NetworkTickSystem.Tick += OnTickSyncTime;
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}
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return m_NetworkTickSystem;
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}
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internal void UpdateTime()
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{
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// As a client wait to run the time system until we are connected.
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// As a client or server don't worry about the time system if we are no longer processing messages
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if (!m_ConnectionManager.LocalClient.IsServer && !m_ConnectionManager.LocalClient.IsConnected)
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{
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return;
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}
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// Only update RTT here, server time is updated by time sync messages
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var reset = Advance(m_NetworkManager.RealTimeProvider.UnscaledDeltaTime);
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if (reset)
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{
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m_NetworkTickSystem.Reset(LocalTime, ServerTime);
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}
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m_NetworkTickSystem.UpdateTick(LocalTime, ServerTime);
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if (!m_ConnectionManager.LocalClient.IsServer)
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{
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Sync(LastSyncedServerTimeSec + m_NetworkManager.RealTimeProvider.UnscaledDeltaTime, m_NetworkTransport.GetCurrentRtt(NetworkManager.ServerClientId) / 1000d);
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}
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}
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/// <summary>
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/// Server-Side:
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/// Synchronizes time with clients based on the given <see cref="m_TimeSyncFrequencyTicks"/>.
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/// Also: <see cref="k_TimeSyncFrequency"/>
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/// </summary>
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/// <remarks>
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/// The default is to send 1 time synchronization message per second
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/// </remarks>
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private void OnTickSyncTime()
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_SyncTime.Begin();
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#endif
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// Check if we need to send a time synchronization message, and if so send it
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if (m_ConnectionManager.LocalClient.IsServer && m_NetworkTickSystem.ServerTime.Tick % m_TimeSyncFrequencyTicks == 0)
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{
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var message = new TimeSyncMessage
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{
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Tick = m_NetworkTickSystem.ServerTime.Tick
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};
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m_ConnectionManager.SendMessage(ref message, NetworkDelivery.Unreliable, m_ConnectionManager.ConnectedClientIds);
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}
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_SyncTime.End();
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#endif
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}
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/// <summary>
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/// Invoke when shutting down the NetworkManager
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/// </summary>
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internal void Shutdown()
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{
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if (m_ConnectionManager.LocalClient.IsServer)
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{
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m_NetworkTickSystem.Tick -= OnTickSyncTime;
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}
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}
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkTimeSystem"/> class for a server instance.
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/// The server will not apply any buffer values which ensures that local time equals server time.
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