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)
This commit is contained in:
Unity Technologies
2022-04-01 00:00:00 +00:00
parent 5b4aaa8b59
commit 60e2dabef4
123 changed files with 5751 additions and 3419 deletions

View File

@@ -1,5 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEditor;
namespace Unity.Netcode.Editor
@@ -25,7 +27,6 @@ namespace Unity.Netcode.Editor
{
Singleton = new NetworkManagerHelper();
NetworkManager.NetworkManagerHelper = Singleton;
EditorApplication.playModeStateChanged -= EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
@@ -40,20 +41,106 @@ namespace Unity.Netcode.Editor
case PlayModeStateChange.ExitingEditMode:
{
s_LastKnownNetworkManagerParents.Clear();
ScenesInBuildActiveSceneCheck();
break;
}
}
}
/// <summary>
/// Detects if a user is trying to enter into play mode when both conditions are true:
/// - the currently active and open scene is not added to the scenes in build list
/// - an instance of a NetworkManager with scene management enabled can be found
/// If both conditions are met then the user is presented with a dialog box that
/// provides the user with the option to add the scene to the scenes in build list
/// before entering into play mode or the user can continue under those conditions.
///
/// ** When scene management is enabled the user should treat all scenes that need to
/// be synchronized using network scene management as if they were preparing for a build.
/// Any scene that needs to be loaded at run time has to be included in the scenes in
/// build list. **
/// </summary>
private static void ScenesInBuildActiveSceneCheck()
{
var scenesList = EditorBuildSettings.scenes.ToList();
var activeScene = SceneManager.GetActiveScene();
var isSceneInBuildSettings = scenesList.Where((c) => c.path == activeScene.path).Count() == 1;
var networkManager = Object.FindObjectOfType<NetworkManager>();
if (!isSceneInBuildSettings && networkManager != null)
{
if (networkManager.NetworkConfig != null && networkManager.NetworkConfig.EnableSceneManagement)
{
if (EditorUtility.DisplayDialog("Add Scene to Scenes in Build", $"The current scene was not found in the scenes" +
$" in build and a {nameof(NetworkManager)} instance was found with scene management enabled! Clients will not be able " +
$"to synchronize to this scene unless it is added to the scenes in build list.\n\nWould you like to add it now?",
"Yes", "No - Continue"))
{
scenesList.Add(new EditorBuildSettingsScene(activeScene.path, true));
EditorBuildSettings.scenes = scenesList.ToArray();
}
}
}
}
/// <summary>
/// Invoked only when the hierarchy changes
/// </summary>
private static void EditorApplication_hierarchyChanged()
{
var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
foreach (var networkManager in allNetworkManagers)
{
networkManager.NetworkManagerCheckForParent();
if (!networkManager.NetworkManagerCheckForParent())
{
Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager);
}
}
}
/// <summary>
/// Handles notifying users that they cannot add a NetworkObject component
/// to a GameObject that also has a NetworkManager component. The NetworkObject
/// will always be removed.
/// GameObject + NetworkObject then NetworkManager = NetworkObject removed
/// GameObject + NetworkManager then NetworkObject = NetworkObject removed
/// Note: Since this is always invoked after <see cref="NetworkManagerCheckForParent"/>
/// we do not need to check for parent when searching for a NetworkObject component
/// </summary>
public void CheckAndNotifyUserNetworkObjectRemoved(NetworkManager networkManager, bool editorTest = false)
{
// Check for any NetworkObject at the same gameObject relative layer
var networkObject = networkManager.gameObject.GetComponent<NetworkObject>();
if (networkObject == null)
{
// if none is found, check to see if any children have a NetworkObject
networkObject = networkManager.gameObject.GetComponentInChildren<NetworkObject>();
if (networkObject == null)
{
return;
}
}
if (!EditorApplication.isUpdating)
{
Object.DestroyImmediate(networkObject);
if (!EditorApplication.isPlaying && !editorTest)
{
EditorUtility.DisplayDialog($"Removing {nameof(NetworkObject)}", NetworkManagerAndNetworkObjectNotAllowedMessage(), "OK");
}
else
{
Debug.LogError(NetworkManagerAndNetworkObjectNotAllowedMessage());
}
}
}
public string NetworkManagerAndNetworkObjectNotAllowedMessage()
{
return $"A {nameof(GameObject)} cannot have both a {nameof(NetworkManager)} and {nameof(NetworkObject)} assigned to it or any children under it.";
}
/// <summary>
/// Handles notifying the user, via display dialog window, that they have nested a NetworkManager.
/// When in edit mode it provides the option to automatically fix the issue