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

@@ -524,7 +524,7 @@ namespace Unity.Netcode.Transports.UTP
//reflection, but this does not live in the context of a performance-critical loop, it runs once at initial connection time.
if (m_RelayServerData.Equals(default(RelayServerData)))
{
Debug.LogError("You must call SetRelayServerData() at least once before calling StartRelayServer.");
Debug.LogError("You must call SetRelayServerData() at least once before calling StartClient.");
return false;
}
@@ -536,6 +536,13 @@ namespace Unity.Netcode.Transports.UTP
serverEndpoint = ConnectionData.ServerEndPoint;
}
// Verify the endpoint is valid before proceeding
if (serverEndpoint.Family == NetworkFamily.Invalid)
{
Debug.LogError($"Target server network address ({ConnectionData.Address}) is {nameof(NetworkFamily.Invalid)}!");
return false;
}
InitDriver();
var bindEndpoint = serverEndpoint.Family == NetworkFamily.Ipv6 ? NetworkEndpoint.AnyIpv6 : NetworkEndpoint.AnyIpv4;
@@ -554,6 +561,13 @@ namespace Unity.Netcode.Transports.UTP
private bool ServerBindAndListen(NetworkEndpoint endPoint)
{
// Verify the endpoint is valid before proceeding
if (endPoint.Family == NetworkFamily.Invalid)
{
Debug.LogError($"Network listen address ({ConnectionData.Address}) is {nameof(NetworkFamily.Invalid)}!");
return false;
}
InitDriver();
int result = m_Driver.Bind(endPoint);
@@ -696,7 +710,7 @@ namespace Unity.Netcode.Transports.UTP
//reflection, but this does not live in the context of a performance-critical loop, it runs once at initial connection time.
if (m_RelayServerData.Equals(default(RelayServerData)))
{
Debug.LogError("You must call SetRelayServerData() at least once before calling StartRelayServer.");
Debug.LogError("You must call SetRelayServerData() at least once before calling StartServer.");
return false;
}
else
@@ -939,7 +953,7 @@ namespace Unity.Netcode.Transports.UTP
{
continue;
}
var transportClientId = NetworkManager.ClientIdToTransportId(ngoConnectionId);
var transportClientId = NetworkManager.ConnectionManager.ClientIdToTransportId(ngoConnectionId);
ExtractNetworkMetricsForClient(transportClientId);
}
}
@@ -1163,7 +1177,7 @@ namespace Unity.Netcode.Transports.UTP
if (NetworkManager != null)
{
var transportId = NetworkManager.ClientIdToTransportId(clientId);
var transportId = NetworkManager.ConnectionManager.ClientIdToTransportId(clientId);
var rtt = ExtractRtt(ParseClientId(transportId));
if (rtt > 0)
@@ -1268,7 +1282,7 @@ namespace Unity.Netcode.Transports.UTP
// provide any reliability guarantees anymore. Disconnect the client since at
// this point they're bound to become desynchronized.
var ngoClientId = NetworkManager?.TransportIdToClientId(clientId) ?? clientId;
var ngoClientId = NetworkManager?.ConnectionManager.TransportIdToClientId(clientId) ?? clientId;
Debug.LogError($"Couldn't add payload of size {payload.Count} to reliable send queue. " +
$"Closing connection {ngoClientId} as reliability guarantees can't be maintained.");
@@ -1368,24 +1382,22 @@ namespace Unity.Netcode.Transports.UTP
/// </summary>
public override void Shutdown()
{
if (!m_Driver.IsCreated)
if (m_Driver.IsCreated)
{
return;
}
// Flush all send queues to the network. NGO can be configured to flush its message
// queue on shutdown. But this only calls the Send() method, which doesn't actually
// get anything to the network.
foreach (var kvp in m_SendQueue)
{
SendBatchedMessages(kvp.Key, kvp.Value);
}
// Flush all send queues to the network. NGO can be configured to flush its message
// queue on shutdown. But this only calls the Send() method, which doesn't actually
// get anything to the network.
foreach (var kvp in m_SendQueue)
{
SendBatchedMessages(kvp.Key, kvp.Value);
// The above flush only puts the message in UTP internal buffers, need an update to
// actually get the messages on the wire. (Normally a flush send would be sufficient,
// but there might be disconnect messages and those require an update call.)
m_Driver.ScheduleUpdate().Complete();
}
// The above flush only puts the message in UTP internal buffers, need an update to
// actually get the messages on the wire. (Normally a flush send would be sufficient,
// but there might be disconnect messages and those require an update call.)
m_Driver.ScheduleUpdate().Complete();
DisposeInternals();
m_ReliableReceiveQueues.Clear();