com.unity.netcode.gameobjects@1.0.0-pre.6
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). ## [1.0.0-pre.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
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@@ -13,7 +13,6 @@ using MethodAttributes = Mono.Cecil.MethodAttributes;
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namespace Unity.Netcode.Editor.CodeGen
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{
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internal sealed class INetworkMessageILPP : ILPPInterface
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{
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public override ILPPInterface GetInstance() => this;
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@@ -31,7 +30,6 @@ namespace Unity.Netcode.Editor.CodeGen
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return null;
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}
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m_Diagnostics.Clear();
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// read
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@@ -95,27 +93,23 @@ namespace Unity.Netcode.Editor.CodeGen
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}
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private TypeReference m_FastBufferReader_TypeRef;
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private TypeReference m_NetworkContext_TypeRef;
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private MethodReference m_MessagingSystem_ReceiveMessage_MethodRef;
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private TypeReference m_MessagingSystem_MessageWithHandler_TypeRef;
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private MethodReference m_MessagingSystem_MessageHandler_Constructor_TypeRef;
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private FieldReference m_ILPPMessageProvider___network_message_types_FieldRef;
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private FieldReference m_MessagingSystem_MessageWithHandler_MessageType_FieldRef;
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private FieldReference m_MessagingSystem_MessageWithHandler_Handler_FieldRef;
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private MethodReference m_Type_GetTypeFromHandle_MethodRef;
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private MethodReference m_List_Add_MethodRef;
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private const string k_ReceiveMessageName = nameof(MessagingSystem.ReceiveMessage);
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private bool ImportReferences(ModuleDefinition moduleDefinition)
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{
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m_FastBufferReader_TypeRef = moduleDefinition.ImportReference(typeof(FastBufferReader));
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m_NetworkContext_TypeRef = moduleDefinition.ImportReference(typeof(NetworkContext));
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m_MessagingSystem_MessageHandler_Constructor_TypeRef =
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moduleDefinition.ImportReference(typeof(MessagingSystem.MessageHandler).GetConstructors()[0]);
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m_MessagingSystem_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(typeof(MessagingSystem.MessageHandler).GetConstructors()[0]);
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var messageWithHandlerType = typeof(MessagingSystem.MessageWithHandler);
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m_MessagingSystem_MessageWithHandler_TypeRef =
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moduleDefinition.ImportReference(messageWithHandlerType);
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m_MessagingSystem_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerType);
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foreach (var fieldInfo in messageWithHandlerType.GetFields())
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{
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switch (fieldInfo.Name)
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@@ -162,38 +156,18 @@ namespace Unity.Netcode.Editor.CodeGen
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}
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}
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return true;
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}
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private MethodReference GetNetworkMessageRecieveHandler(TypeDefinition typeDefinition)
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{
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SequencePoint typeSequence = null;
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foreach (var method in typeDefinition.Methods)
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var messagingSystemType = typeof(MessagingSystem);
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foreach (var methodInfo in messagingSystemType.GetMethods(BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public))
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{
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var resolved = method.Resolve();
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var methodSequence = resolved.DebugInformation.SequencePoints.FirstOrDefault();
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if (typeSequence == null || methodSequence.StartLine < typeSequence.StartLine)
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switch (methodInfo.Name)
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{
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typeSequence = methodSequence;
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}
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if (resolved.IsStatic && resolved.IsPublic && resolved.Name == "Receive" && resolved.Parameters.Count == 2
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&& !resolved.Parameters[0].IsIn
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&& !resolved.Parameters[0].ParameterType.IsByReference
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&& resolved.Parameters[0].ParameterType.Resolve() ==
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m_FastBufferReader_TypeRef.Resolve()
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&& resolved.Parameters[1].IsIn
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&& resolved.Parameters[1].ParameterType.IsByReference
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&& resolved.Parameters[1].ParameterType.GetElementType().Resolve() == m_NetworkContext_TypeRef.Resolve()
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&& resolved.ReturnType == resolved.Module.TypeSystem.Void)
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{
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return method;
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case k_ReceiveMessageName:
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m_MessagingSystem_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodInfo);
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break;
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}
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}
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m_Diagnostics.AddError(typeSequence, $"Class {typeDefinition.FullName} does not implement required method: `public static void Receive(FastBufferReader, in NetworkContext)`");
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return null;
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return true;
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}
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private MethodDefinition GetOrCreateStaticConstructor(TypeDefinition typeDefinition)
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@@ -264,11 +238,8 @@ namespace Unity.Netcode.Editor.CodeGen
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foreach (var type in networkMessageTypes)
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{
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var receiveMethod = GetNetworkMessageRecieveHandler(type);
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if (receiveMethod == null)
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{
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continue;
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}
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var receiveMethod = new GenericInstanceMethod(m_MessagingSystem_ReceiveMessage_MethodRef);
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receiveMethod.GenericArguments.Add(type);
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CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod);
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}
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