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)
This commit is contained in:
@@ -85,11 +85,11 @@ namespace Unity.Netcode
|
||||
m_NetworkManager = manager;
|
||||
}
|
||||
|
||||
public void OnBeforeSendMessage(ulong clientId, Type messageType, NetworkDelivery delivery)
|
||||
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
|
||||
{
|
||||
}
|
||||
|
||||
public void OnAfterSendMessage(ulong clientId, Type messageType, NetworkDelivery delivery, int messageSizeBytes)
|
||||
public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
|
||||
{
|
||||
}
|
||||
|
||||
@@ -139,6 +139,14 @@ namespace Unity.Netcode
|
||||
|
||||
return !m_NetworkManager.m_StopProcessingMessages;
|
||||
}
|
||||
|
||||
public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
|
||||
{
|
||||
}
|
||||
|
||||
public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private class NetworkManagerMessageSender : IMessageSender
|
||||
@@ -555,6 +563,8 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
NetworkConfig.NetworkTransport.NetworkMetrics = NetworkMetrics;
|
||||
|
||||
//This 'if' should never enter
|
||||
if (SnapshotSystem != null)
|
||||
{
|
||||
@@ -583,6 +593,7 @@ namespace Unity.Netcode
|
||||
|
||||
// Always clear our prefab override links before building
|
||||
NetworkConfig.NetworkPrefabOverrideLinks.Clear();
|
||||
NetworkConfig.OverrideToNetworkPrefab.Clear();
|
||||
|
||||
// Build the NetworkPrefabOverrideLinks dictionary
|
||||
for (int i = 0; i < NetworkConfig.NetworkPrefabs.Count; i++)
|
||||
@@ -779,7 +790,7 @@ namespace Unity.Netcode
|
||||
|
||||
NetworkConfig.NetworkTransport.OnTransportEvent += HandleRawTransportPoll;
|
||||
|
||||
NetworkConfig.NetworkTransport.Initialize();
|
||||
NetworkConfig.NetworkTransport.Initialize(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1299,7 +1310,7 @@ namespace Unity.Netcode
|
||||
ShouldSendConnectionData = NetworkConfig.ConnectionApproval,
|
||||
ConnectionData = NetworkConfig.ConnectionData
|
||||
};
|
||||
SendMessage(message, NetworkDelivery.ReliableSequenced, ServerClientId);
|
||||
SendMessage(ref message, NetworkDelivery.ReliableSequenced, ServerClientId);
|
||||
}
|
||||
|
||||
private IEnumerator ApprovalTimeout(ulong clientId)
|
||||
@@ -1324,12 +1335,12 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
private ulong TransportIdToClientId(ulong transportId)
|
||||
internal ulong TransportIdToClientId(ulong transportId)
|
||||
{
|
||||
return transportId == m_ServerTransportId ? ServerClientId : m_TransportIdToClientIdMap[transportId];
|
||||
}
|
||||
|
||||
private ulong ClientIdToTransportId(ulong clientId)
|
||||
internal ulong ClientIdToTransportId(ulong clientId)
|
||||
{
|
||||
return clientId == ServerClientId ? m_ServerTransportId : m_ClientIdToTransportIdMap[clientId];
|
||||
}
|
||||
@@ -1344,7 +1355,20 @@ namespace Unity.Netcode
|
||||
s_TransportConnect.Begin();
|
||||
#endif
|
||||
|
||||
clientId = m_NextClientId++;
|
||||
// Assumptions:
|
||||
// - When server receives a connection, it *must be* a client
|
||||
// - When client receives one, it *must be* the server
|
||||
// Client's can't connect to or talk to other clients.
|
||||
// Server is a sentinel so only one exists, if we are server, we can't be
|
||||
// connecting to it.
|
||||
if (IsServer)
|
||||
{
|
||||
clientId = m_NextClientId++;
|
||||
}
|
||||
else
|
||||
{
|
||||
clientId = ServerClientId;
|
||||
}
|
||||
m_ClientIdToTransportIdMap[clientId] = transportId;
|
||||
m_TransportIdToClientIdMap[transportId] = clientId;
|
||||
|
||||
@@ -1422,7 +1446,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal unsafe int SendMessage<TMessageType, TClientIdListType>(in TMessageType message, NetworkDelivery delivery, in TClientIdListType clientIds)
|
||||
internal unsafe int SendMessage<TMessageType, TClientIdListType>(ref TMessageType message, NetworkDelivery delivery, in TClientIdListType clientIds)
|
||||
where TMessageType : INetworkMessage
|
||||
where TClientIdListType : IReadOnlyList<ulong>
|
||||
{
|
||||
@@ -1445,12 +1469,18 @@ namespace Unity.Netcode
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
return MessagingSystem.SendMessage(message, delivery, nonServerIds, newIdx);
|
||||
return MessagingSystem.SendMessage(ref message, delivery, nonServerIds, newIdx);
|
||||
}
|
||||
return MessagingSystem.SendMessage(message, delivery, clientIds);
|
||||
// else
|
||||
if (clientIds.Count != 1 || clientIds[0] != ServerClientId)
|
||||
{
|
||||
throw new ArgumentException($"Clients may only send messages to {nameof(ServerClientId)}");
|
||||
}
|
||||
|
||||
return MessagingSystem.SendMessage(ref message, delivery, clientIds);
|
||||
}
|
||||
|
||||
internal unsafe int SendMessage<T>(in T message, NetworkDelivery delivery,
|
||||
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery,
|
||||
ulong* clientIds, int numClientIds)
|
||||
where T : INetworkMessage
|
||||
{
|
||||
@@ -1473,19 +1503,24 @@ namespace Unity.Netcode
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
return MessagingSystem.SendMessage(message, delivery, nonServerIds, newIdx);
|
||||
return MessagingSystem.SendMessage(ref message, delivery, nonServerIds, newIdx);
|
||||
}
|
||||
// else
|
||||
if (numClientIds != 1 || clientIds[0] != ServerClientId)
|
||||
{
|
||||
throw new ArgumentException($"Clients may only send messages to {nameof(ServerClientId)}");
|
||||
}
|
||||
|
||||
return MessagingSystem.SendMessage(message, delivery, clientIds, numClientIds);
|
||||
return MessagingSystem.SendMessage(ref message, delivery, clientIds, numClientIds);
|
||||
}
|
||||
|
||||
internal unsafe int SendMessage<T>(in T message, NetworkDelivery delivery, in NativeArray<ulong> clientIds)
|
||||
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeArray<ulong> clientIds)
|
||||
where T : INetworkMessage
|
||||
{
|
||||
return SendMessage(message, delivery, (ulong*)clientIds.GetUnsafePtr(), clientIds.Length);
|
||||
return SendMessage(ref message, delivery, (ulong*)clientIds.GetUnsafePtr(), clientIds.Length);
|
||||
}
|
||||
|
||||
internal int SendMessage<T>(in T message, NetworkDelivery delivery, ulong clientId)
|
||||
internal int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId)
|
||||
where T : INetworkMessage
|
||||
{
|
||||
// Prevent server sending to itself
|
||||
@@ -1493,7 +1528,18 @@ namespace Unity.Netcode
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
return MessagingSystem.SendMessage(message, delivery, clientId);
|
||||
|
||||
if (!IsServer && clientId != ServerClientId)
|
||||
{
|
||||
throw new ArgumentException($"Clients may only send messages to {nameof(ServerClientId)}");
|
||||
}
|
||||
return MessagingSystem.SendMessage(ref message, delivery, clientId);
|
||||
}
|
||||
|
||||
internal int SendPreSerializedMessage<T>(in FastBufferWriter writer, int maxSize, ref T message, NetworkDelivery delivery, ulong clientId)
|
||||
where T : INetworkMessage
|
||||
{
|
||||
return MessagingSystem.SendPreSerializedMessage(writer, maxSize, ref message, delivery, clientId);
|
||||
}
|
||||
|
||||
internal void HandleIncomingData(ulong clientId, ArraySegment<byte> payload, float receiveTime)
|
||||
@@ -1517,7 +1563,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (!IsServer)
|
||||
{
|
||||
throw new NotServerException("Only server can disconnect remote clients. Use StopClient instead.");
|
||||
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
|
||||
}
|
||||
|
||||
OnClientDisconnectFromServer(clientId);
|
||||
@@ -1614,7 +1660,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
Tick = NetworkTickSystem.ServerTime.Tick
|
||||
};
|
||||
SendMessage(message, NetworkDelivery.Unreliable, ConnectedClientsIds);
|
||||
SendMessage(ref message, NetworkDelivery.Unreliable, ConnectedClientsIds);
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
s_SyncTime.End();
|
||||
#endif
|
||||
@@ -1661,12 +1707,11 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (SpawnManager.SpawnedObjectsList.Count != 0)
|
||||
{
|
||||
message.SceneObjectCount = SpawnManager.SpawnedObjectsList.Count;
|
||||
message.SpawnedObjectsList = SpawnManager.SpawnedObjectsList;
|
||||
}
|
||||
}
|
||||
|
||||
SendMessage(message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
|
||||
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
|
||||
|
||||
// If scene management is enabled, then let NetworkSceneManager handle the initial scene and NetworkObject synchronization
|
||||
if (!NetworkConfig.EnableSceneManagement)
|
||||
@@ -1726,7 +1771,7 @@ namespace Unity.Netcode
|
||||
message.ObjectInfo.Header.HasParent = false;
|
||||
message.ObjectInfo.Header.IsPlayerObject = true;
|
||||
message.ObjectInfo.Header.OwnerClientId = clientId;
|
||||
var size = SendMessage(message, NetworkDelivery.ReliableFragmentedSequenced, clientPair.Key);
|
||||
var size = SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, clientPair.Key);
|
||||
NetworkMetrics.TrackObjectSpawnSent(clientPair.Key, ConnectedClients[clientId].PlayerObject, size);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user