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)
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@@ -6,10 +6,19 @@ using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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public class EmbeddedManagedNetworkSerializableType : INetworkSerializable
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{
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public int Int;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref Int);
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}
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}
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public class ManagedNetworkSerializableType : INetworkSerializable, IEquatable<ManagedNetworkSerializableType>
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{
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public string Str = "";
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public int[] Ints = Array.Empty<int>();
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public EmbeddedManagedNetworkSerializableType Embedded = new EmbeddedManagedNetworkSerializableType();
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public int InMemoryValue;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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@@ -28,6 +37,8 @@ namespace Unity.Netcode.RuntimeTests
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serializer.SerializeValue(ref val);
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Ints[i] = val;
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}
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serializer.SerializeValue(ref Embedded);
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}
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public bool Equals(ManagedNetworkSerializableType other)
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@@ -60,6 +71,11 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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if (Embedded.Int != other.Embedded.Int)
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{
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return false;
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}
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return true;
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}
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@@ -280,7 +296,8 @@ namespace Unity.Netcode.RuntimeTests
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m_NetworkVariableManaged = new NetworkVariable<ManagedNetworkSerializableType>(new ManagedNetworkSerializableType
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{
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Str = "1234567890",
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Ints = new[] { 1, 2, 3, 4, 5 }
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Ints = new[] { 1, 2, 3, 4, 5 },
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Embedded = new EmbeddedManagedNetworkSerializableType { Int = 6 }
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});
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// Use this nifty class: NetworkVariableHelper
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@@ -386,7 +403,8 @@ namespace Unity.Netcode.RuntimeTests
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Assert.IsTrue(m_NetworkVariableManaged.Value.Equals(new ManagedNetworkSerializableType
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{
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Str = "ManagedNetworkSerializableType",
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Ints = new[] { 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000 }
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Ints = new[] { 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000 },
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Embedded = new EmbeddedManagedNetworkSerializableType { Int = 20000 }
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}));
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}
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@@ -433,7 +451,8 @@ namespace Unity.Netcode.RuntimeTests
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m_NetworkVariableManaged.Value = new ManagedNetworkSerializableType
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{
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Str = "ManagedNetworkSerializableType",
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Ints = new[] { 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000 }
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Ints = new[] { 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000 },
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Embedded = new EmbeddedManagedNetworkSerializableType { Int = 20000 }
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};
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//Set the timeout (i.e. how long we will wait for all NetworkVariables to have registered their changes)
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