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