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

@@ -39,17 +39,17 @@ namespace Unity.Netcode.EditorTests
public int Version => 0;
}
private class TestMessageProvider : IMessageProvider
private class TestMessageProvider : INetworkMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
return new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = MessagingSystem.ReceiveMessage<TestMessage>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
}
};
}
@@ -64,7 +64,7 @@ namespace Unity.Netcode.EditorTests
AdditionalGarbageData,
}
private class TestMessageSender : IMessageSender
private class TestMessageSender : INetworkMessageSender
{
public TypeOfCorruption Corruption;
@@ -108,7 +108,7 @@ namespace Unity.Netcode.EditorTests
}
}
private MessagingSystem m_MessagingSystem;
private NetworkMessageManager m_MessageManager;
private TestMessageSender m_MessageSender;
[SetUp]
@@ -118,16 +118,16 @@ namespace Unity.Netcode.EditorTests
TestMessage.Deserialized = false;
m_MessageSender = new TestMessageSender();
m_MessagingSystem = new MessagingSystem(m_MessageSender, this, new TestMessageProvider());
m_MessageManager = new NetworkMessageManager(m_MessageSender, this, new TestMessageProvider());
m_MessagingSystem.ClientConnected(0);
m_MessagingSystem.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
m_MessageManager.ClientConnected(0);
m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
}
[TearDown]
public void TearDown()
{
m_MessagingSystem.Dispose();
m_MessageManager.Dispose();
}
private TestMessage GetMessage()
@@ -159,14 +159,14 @@ namespace Unity.Netcode.EditorTests
}
// Dummy batch header
var batchHeader = new BatchHeader
var batchHeader = new NetworkBatchHeader
{
BatchCount = 1
};
var messageHeader = new MessageHeader
var messageHeader = new NetworkMessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
@@ -182,11 +182,11 @@ namespace Unity.Netcode.EditorTests
// Fill out the rest of the batch header
writer.Seek(0);
batchHeader = new BatchHeader
batchHeader = new NetworkBatchHeader
{
Magic = BatchHeader.MagicValue,
Magic = NetworkBatchHeader.MagicValue,
BatchSize = writer.Length,
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(BatchHeader), writer.Length - sizeof(BatchHeader)),
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), writer.Length - sizeof(NetworkBatchHeader)),
BatchCount = 1
};
writer.WriteValue(batchHeader);
@@ -194,7 +194,7 @@ namespace Unity.Netcode.EditorTests
var receivedMessage = m_MessageSender.MessageQueue[0];
m_MessageSender.MessageQueue.Clear();
m_MessagingSystem.HandleIncomingData(0, new ArraySegment<byte>(receivedMessage), 0);
m_MessageManager.HandleIncomingData(0, new ArraySegment<byte>(receivedMessage), 0);
Assert.IsFalse(TestMessage.Deserialized);
Assert.IsFalse(TestMessage.Handled);
}