com.unity.netcode.gameobjects@1.0.0-pre.7
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.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
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@@ -1,5 +1,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEditor;
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namespace Unity.Netcode.Editor
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@@ -25,7 +27,6 @@ namespace Unity.Netcode.Editor
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{
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Singleton = new NetworkManagerHelper();
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NetworkManager.NetworkManagerHelper = Singleton;
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EditorApplication.playModeStateChanged -= EditorApplication_playModeStateChanged;
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EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
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@@ -40,20 +41,106 @@ namespace Unity.Netcode.Editor
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case PlayModeStateChange.ExitingEditMode:
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{
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s_LastKnownNetworkManagerParents.Clear();
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ScenesInBuildActiveSceneCheck();
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break;
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}
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}
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}
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/// <summary>
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/// Detects if a user is trying to enter into play mode when both conditions are true:
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/// - the currently active and open scene is not added to the scenes in build list
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/// - an instance of a NetworkManager with scene management enabled can be found
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/// If both conditions are met then the user is presented with a dialog box that
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/// provides the user with the option to add the scene to the scenes in build list
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/// before entering into play mode or the user can continue under those conditions.
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///
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/// ** When scene management is enabled the user should treat all scenes that need to
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/// be synchronized using network scene management as if they were preparing for a build.
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/// Any scene that needs to be loaded at run time has to be included in the scenes in
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/// build list. **
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/// </summary>
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private static void ScenesInBuildActiveSceneCheck()
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{
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var scenesList = EditorBuildSettings.scenes.ToList();
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var activeScene = SceneManager.GetActiveScene();
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var isSceneInBuildSettings = scenesList.Where((c) => c.path == activeScene.path).Count() == 1;
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var networkManager = Object.FindObjectOfType<NetworkManager>();
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if (!isSceneInBuildSettings && networkManager != null)
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{
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if (networkManager.NetworkConfig != null && networkManager.NetworkConfig.EnableSceneManagement)
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{
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if (EditorUtility.DisplayDialog("Add Scene to Scenes in Build", $"The current scene was not found in the scenes" +
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$" in build and a {nameof(NetworkManager)} instance was found with scene management enabled! Clients will not be able " +
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$"to synchronize to this scene unless it is added to the scenes in build list.\n\nWould you like to add it now?",
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"Yes", "No - Continue"))
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{
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scenesList.Add(new EditorBuildSettingsScene(activeScene.path, true));
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EditorBuildSettings.scenes = scenesList.ToArray();
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}
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}
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}
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}
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/// <summary>
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/// Invoked only when the hierarchy changes
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/// </summary>
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private static void EditorApplication_hierarchyChanged()
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{
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var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
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foreach (var networkManager in allNetworkManagers)
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{
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networkManager.NetworkManagerCheckForParent();
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if (!networkManager.NetworkManagerCheckForParent())
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{
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Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager);
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}
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}
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}
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/// <summary>
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/// Handles notifying users that they cannot add a NetworkObject component
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/// to a GameObject that also has a NetworkManager component. The NetworkObject
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/// will always be removed.
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/// GameObject + NetworkObject then NetworkManager = NetworkObject removed
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/// GameObject + NetworkManager then NetworkObject = NetworkObject removed
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/// Note: Since this is always invoked after <see cref="NetworkManagerCheckForParent"/>
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/// we do not need to check for parent when searching for a NetworkObject component
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/// </summary>
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public void CheckAndNotifyUserNetworkObjectRemoved(NetworkManager networkManager, bool editorTest = false)
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{
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// Check for any NetworkObject at the same gameObject relative layer
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var networkObject = networkManager.gameObject.GetComponent<NetworkObject>();
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if (networkObject == null)
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{
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// if none is found, check to see if any children have a NetworkObject
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networkObject = networkManager.gameObject.GetComponentInChildren<NetworkObject>();
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if (networkObject == null)
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{
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return;
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}
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}
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if (!EditorApplication.isUpdating)
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{
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Object.DestroyImmediate(networkObject);
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if (!EditorApplication.isPlaying && !editorTest)
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{
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EditorUtility.DisplayDialog($"Removing {nameof(NetworkObject)}", NetworkManagerAndNetworkObjectNotAllowedMessage(), "OK");
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}
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else
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{
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Debug.LogError(NetworkManagerAndNetworkObjectNotAllowedMessage());
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}
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}
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}
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public string NetworkManagerAndNetworkObjectNotAllowedMessage()
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{
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return $"A {nameof(GameObject)} cannot have both a {nameof(NetworkManager)} and {nameof(NetworkObject)} assigned to it or any children under it.";
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}
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/// <summary>
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/// Handles notifying the user, via display dialog window, that they have nested a NetworkManager.
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/// When in edit mode it provides the option to automatically fix the issue
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