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