com.unity.netcode.gameobjects@1.7.1

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).

## [1.7.1] - 2023-11-15

### Added

### Fixed

- Fixed a bug where having a class with Rpcs that inherits from a class without Rpcs that inherits from NetworkVariable would cause a compile error. (#2751)
- Fixed issue where `NetworkBehaviour.Synchronize` was not truncating the write buffer if nothing was serialized during `NetworkBehaviour.OnSynchronize` causing an additional 6 bytes to be written per `NetworkBehaviour` component instance. (#2749)

### Changed
This commit is contained in:
Unity Technologies
2023-11-15 00:00:00 +00:00
parent ffef45b50f
commit 514166e159
10 changed files with 119 additions and 8 deletions

View File

@@ -199,7 +199,7 @@ namespace Unity.Netcode.Transports.UNET
public override bool StartClient()
{
m_ServerHostId = UnityEngine.Networking.NetworkTransport.AddHost(new HostTopology(GetConfig(), 1), 0, null);
m_ServerConnectionId = UnityEngine.Networking.NetworkTransport.Connect(m_ServerHostId, ConnectAddress, ConnectPort, 0, out byte error);
m_ServerConnectionId = UnityEngine.Networking.NetworkTransport.Connect(m_ServerHostId, ConnectAddress, GetConnectPort(), 0, out byte error);
return (NetworkError)error == NetworkError.Ok;
}
@@ -207,7 +207,7 @@ namespace Unity.Netcode.Transports.UNET
{
var topology = new HostTopology(GetConfig(), MaxConnections);
// Undocumented, but AddHost returns -1 in case of any type of failure. See UNET::NetLibraryManager::AddHost
return -1 != UnityEngine.Networking.NetworkTransport.AddHost(topology, ServerListenPort, null);
return -1 != UnityEngine.Networking.NetworkTransport.AddHost(topology, GetServerListenPort(), null);
}
public override void DisconnectRemoteClient(ulong clientId)
@@ -281,6 +281,26 @@ namespace Unity.Netcode.Transports.UNET
return connectionConfig;
}
private int GetConnectPort()
{
if (NetworkManager && NetworkManager.PortOverride.Overidden)
{
return NetworkManager.PortOverride.Value;
}
return ConnectPort;
}
private int GetServerListenPort()
{
if (NetworkManager && NetworkManager.PortOverride.Overidden)
{
return NetworkManager.PortOverride.Value;
}
return ServerListenPort;
}
}
}
#pragma warning restore CS1591 // Missing XML comment for publicly visible type or member

View File

@@ -402,6 +402,7 @@ namespace Unity.Netcode.Transports.UTP
/// - packet jitter (variances in latency, see: https://en.wikipedia.org/wiki/Jitter)
/// - packet drop rate (packet loss)
/// </summary>
#if UTP_TRANSPORT_2_0_ABOVE
[Obsolete("DebugSimulator is no longer supported and has no effect. Use Network Simulator from the Multiplayer Tools package.", false)]
#endif
@@ -685,9 +686,11 @@ namespace Unity.Netcode.Transports.UTP
/// <param name="packetDelay">Packet delay in milliseconds.</param>
/// <param name="packetJitter">Packet jitter in milliseconds.</param>
/// <param name="dropRate">Packet drop percentage.</param>
#if UTP_TRANSPORT_2_0_ABOVE
[Obsolete("SetDebugSimulatorParameters is no longer supported and has no effect. Use Network Simulator from the Multiplayer Tools package.", false)]
#endif
public void SetDebugSimulatorParameters(int packetDelay, int packetJitter, int dropRate)
{
if (m_Driver.IsCreated)
@@ -1209,6 +1212,11 @@ namespace Unity.Netcode.Transports.UTP
NetworkManager = networkManager;
if (NetworkManager && NetworkManager.PortOverride.Overidden)
{
ConnectionData.Port = NetworkManager.PortOverride.Value;
}
m_RealTimeProvider = NetworkManager ? NetworkManager.RealTimeProvider : new RealTimeProvider();
m_NetworkSettings = new NetworkSettings(Allocator.Persistent);