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:
Unity Technologies
2022-03-02 00:00:00 +00:00
parent 4818405514
commit 5b4aaa8b59
205 changed files with 6971 additions and 2722 deletions

View File

@@ -19,16 +19,18 @@ namespace Unity.Netcode
public ulong ClientId;
public NetworkBehaviour NetworkBehaviour;
private FastBufferReader m_ReceivedNetworkVariableData;
public void Serialize(FastBufferWriter writer)
{
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) +
FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
{
throw new OverflowException(
$"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
}
writer.WriteValue(NetworkObjectId);
writer.WriteValue(NetworkBehaviourIndex);
for (int k = 0; k < NetworkBehaviour.NetworkVariableFields.Count; k++)
{
if (!DeliveryMappedNetworkVariableIndex.Contains(k))
@@ -36,7 +38,7 @@ namespace Unity.Netcode
// This var does not belong to the currently iterating delivery group.
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
writer.WriteValueSafe((short)0);
writer.WriteValueSafe((ushort)0);
}
else
{
@@ -69,7 +71,12 @@ namespace Unity.Netcode
var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, short.MaxValue);
NetworkBehaviour.NetworkVariableFields[k].WriteDelta(tmpWriter);
writer.WriteValueSafe((ushort)tmpWriter.Length);
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize<ushort>() + tmpWriter.Length))
{
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
}
writer.WriteValue((ushort)tmpWriter.Length);
tmpWriter.CopyTo(writer);
}
else
@@ -93,24 +100,25 @@ namespace Unity.Netcode
}
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
{
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
{
throw new OverflowException($"Not enough data in the buffer to read {nameof(NetworkVariableDeltaMessage)}");
}
reader.ReadValue(out NetworkObjectId);
reader.ReadValue(out NetworkBehaviourIndex);
m_ReceivedNetworkVariableData = reader;
return true;
}
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
var message = new NetworkVariableDeltaMessage();
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(message.NetworkObjectId) +
FastBufferWriter.GetWriteSize(message.NetworkBehaviourIndex)))
{
throw new OverflowException(
$"Not enough data in the buffer to read {nameof(NetworkVariableDeltaMessage)}");
}
reader.ReadValue(out message.NetworkObjectId);
reader.ReadValue(out message.NetworkBehaviourIndex);
message.Handle(context.SenderId, reader, context, networkManager);
}
public void Handle(ulong senderId, FastBufferReader reader, in NetworkContext context, NetworkManager networkManager)
{
if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
{
NetworkBehaviour behaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
@@ -130,7 +138,7 @@ namespace Unity.Netcode
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
reader.ReadValueSafe(out varSize);
m_ReceivedNetworkVariableData.ReadValueSafe(out varSize);
if (varSize == 0)
{
@@ -139,7 +147,7 @@ namespace Unity.Netcode
}
else
{
reader.ReadValueSafe(out bool deltaExists);
m_ReceivedNetworkVariableData.ReadValueSafe(out bool deltaExists);
if (!deltaExists)
{
continue;
@@ -157,7 +165,7 @@ namespace Unity.Netcode
NetworkLog.LogError($"[{behaviour.NetworkVariableFields[i].GetType().Name}]");
}
reader.Seek(reader.Position + varSize);
m_ReceivedNetworkVariableData.Seek(m_ReceivedNetworkVariableData.Position + varSize);
continue;
}
@@ -176,39 +184,37 @@ namespace Unity.Netcode
return;
}
int readStartPos = reader.Position;
int readStartPos = m_ReceivedNetworkVariableData.Position;
behaviour.NetworkVariableFields[i].ReadDelta(reader, networkManager.IsServer);
behaviour.NetworkVariableFields[i].ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
senderId,
context.SenderId,
networkObject,
behaviour.NetworkVariableFields[i].Name,
behaviour.__getTypeName(),
reader.Length);
context.MessageSize);
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
if (reader.Position > (readStartPos + varSize))
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning(
$"Var delta read too far. {reader.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
NetworkLog.LogWarning($"Var delta read too far. {m_ReceivedNetworkVariableData.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
}
reader.Seek(readStartPos + varSize);
m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
}
else if (reader.Position < (readStartPos + varSize))
else if (m_ReceivedNetworkVariableData.Position < (readStartPos + varSize))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning(
$"Var delta read too little. {(readStartPos + varSize) - reader.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
NetworkLog.LogWarning($"Var delta read too little. {(readStartPos + varSize) - m_ReceivedNetworkVariableData.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
}
reader.Seek(readStartPos + varSize);
m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
}
}
}
@@ -216,7 +222,7 @@ namespace Unity.Netcode
}
else
{
networkManager.SpawnManager.TriggerOnSpawn(NetworkObjectId, reader, context);
networkManager.SpawnManager.TriggerOnSpawn(NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
}
}
}