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

@@ -60,7 +60,7 @@ namespace Unity.Netcode.RuntimeTests
if (m_ApprovalFailureType == ApprovalTimedOutTypes.ServerDoesNotRespond)
{
// We catch (don't process) the incoming approval message to simulate the server not sending the approved message in time
m_ClientNetworkManagers[0].MessagingSystem.Hook(new MessageCatcher<ConnectionApprovedMessage>(m_ClientNetworkManagers[0]));
m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionApprovedMessage>(m_ClientNetworkManagers[0]));
m_ExpectedLogMessage = new Regex("Timed out waiting for the server to approve the connection request.");
m_LogType = LogType.Log;
}
@@ -68,7 +68,7 @@ namespace Unity.Netcode.RuntimeTests
{
// We catch (don't process) the incoming connection request message to simulate a transport connection but the client never
// sends (or takes too long to send) the connection request.
m_ServerNetworkManager.MessagingSystem.Hook(new MessageCatcher<ConnectionRequestMessage>(m_ServerNetworkManager));
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new MessageCatcher<ConnectionRequestMessage>(m_ServerNetworkManager));
// For this test, we know the timed out client will be Client-1
m_ExpectedLogMessage = new Regex("Server detected a transport connection from Client-1, but timed out waiting for the connection request message.");
@@ -86,16 +86,18 @@ namespace Unity.Netcode.RuntimeTests
// Verify we haven't received the time out message yet
NetcodeLogAssert.LogWasNotReceived(LogType.Log, m_ExpectedLogMessage);
// Wait for 3/4s of the time out period to pass (totaling 1.25x the wait period)
yield return new WaitForSeconds(k_TestTimeoutPeriod * 0.75f);
yield return new WaitForSeconds(k_TestTimeoutPeriod * 1.5f);
// We should have the test relative log message by this time.
NetcodeLogAssert.LogWasReceived(m_LogType, m_ExpectedLogMessage);
Debug.Log("Checking connected client count");
// It should only have the host client connected
Assert.AreEqual(1, m_ServerNetworkManager.ConnectedClients.Count, $"Expected only one client when there were {m_ServerNetworkManager.ConnectedClients.Count} clients connected!");
Assert.AreEqual(0, m_ServerNetworkManager.PendingClients.Count, $"Expected no pending clients when there were {m_ServerNetworkManager.PendingClients.Count} pending clients!");
Assert.True(!m_ClientNetworkManagers[0].IsApproved, $"Expected the client to not have been approved, but it was!");
Assert.AreEqual(0, m_ServerNetworkManager.ConnectionManager.PendingClients.Count, $"Expected no pending clients when there were {m_ServerNetworkManager.ConnectionManager.PendingClients.Count} pending clients!");
Assert.True(!m_ClientNetworkManagers[0].LocalClient.IsApproved, $"Expected the client to not have been approved, but it was!");
}
}
}