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
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@@ -199,7 +199,7 @@ namespace Unity.Netcode.Transports.UNET
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public override bool StartClient()
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{
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m_ServerHostId = UnityEngine.Networking.NetworkTransport.AddHost(new HostTopology(GetConfig(), 1), 0, null);
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m_ServerConnectionId = UnityEngine.Networking.NetworkTransport.Connect(m_ServerHostId, ConnectAddress, ConnectPort, 0, out byte error);
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m_ServerConnectionId = UnityEngine.Networking.NetworkTransport.Connect(m_ServerHostId, ConnectAddress, GetConnectPort(), 0, out byte error);
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return (NetworkError)error == NetworkError.Ok;
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}
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@@ -207,7 +207,7 @@ namespace Unity.Netcode.Transports.UNET
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{
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var topology = new HostTopology(GetConfig(), MaxConnections);
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// Undocumented, but AddHost returns -1 in case of any type of failure. See UNET::NetLibraryManager::AddHost
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return -1 != UnityEngine.Networking.NetworkTransport.AddHost(topology, ServerListenPort, null);
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return -1 != UnityEngine.Networking.NetworkTransport.AddHost(topology, GetServerListenPort(), null);
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}
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public override void DisconnectRemoteClient(ulong clientId)
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@@ -281,6 +281,26 @@ namespace Unity.Netcode.Transports.UNET
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return connectionConfig;
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}
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private int GetConnectPort()
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{
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if (NetworkManager && NetworkManager.PortOverride.Overidden)
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{
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return NetworkManager.PortOverride.Value;
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}
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return ConnectPort;
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}
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private int GetServerListenPort()
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{
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if (NetworkManager && NetworkManager.PortOverride.Overidden)
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{
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return NetworkManager.PortOverride.Value;
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}
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return ServerListenPort;
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}
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}
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}
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#pragma warning restore CS1591 // Missing XML comment for publicly visible type or member
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@@ -402,6 +402,7 @@ namespace Unity.Netcode.Transports.UTP
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/// - packet jitter (variances in latency, see: https://en.wikipedia.org/wiki/Jitter)
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/// - packet drop rate (packet loss)
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/// </summary>
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#if UTP_TRANSPORT_2_0_ABOVE
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[Obsolete("DebugSimulator is no longer supported and has no effect. Use Network Simulator from the Multiplayer Tools package.", false)]
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#endif
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@@ -685,9 +686,11 @@ namespace Unity.Netcode.Transports.UTP
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/// <param name="packetDelay">Packet delay in milliseconds.</param>
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/// <param name="packetJitter">Packet jitter in milliseconds.</param>
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/// <param name="dropRate">Packet drop percentage.</param>
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#if UTP_TRANSPORT_2_0_ABOVE
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[Obsolete("SetDebugSimulatorParameters is no longer supported and has no effect. Use Network Simulator from the Multiplayer Tools package.", false)]
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#endif
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public void SetDebugSimulatorParameters(int packetDelay, int packetJitter, int dropRate)
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{
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if (m_Driver.IsCreated)
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@@ -1209,6 +1212,11 @@ namespace Unity.Netcode.Transports.UTP
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NetworkManager = networkManager;
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if (NetworkManager && NetworkManager.PortOverride.Overidden)
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{
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ConnectionData.Port = NetworkManager.PortOverride.Value;
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}
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m_RealTimeProvider = NetworkManager ? NetworkManager.RealTimeProvider : new RealTimeProvider();
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m_NetworkSettings = new NetworkSettings(Allocator.Persistent);
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