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

@@ -54,8 +54,6 @@ namespace Unity.Netcode
/// </summary>
internal NetworkManager NetworkManagerOwner;
private ulong m_NetworkObjectId;
/// <summary>
/// Gets the unique Id of this object that is synced across the network
/// </summary>
@@ -64,33 +62,7 @@ namespace Unity.Netcode
/// <summary>
/// Gets the ClientId of the owner of this NetworkObject
/// </summary>
public ulong OwnerClientId
{
get
{
if (OwnerClientIdInternal == null)
{
return NetworkManager != null ? NetworkManager.ServerClientId : 0;
}
else
{
return OwnerClientIdInternal.Value;
}
}
internal set
{
if (NetworkManager != null && value == NetworkManager.ServerClientId)
{
OwnerClientIdInternal = null;
}
else
{
OwnerClientIdInternal = value;
}
}
}
internal ulong? OwnerClientIdInternal = null;
public ulong OwnerClientId { get; internal set; }
/// <summary>
/// If true, the object will always be replicated as root on clients and the parent will be ignored.
@@ -234,11 +206,6 @@ namespace Unity.Netcode
throw new VisibilityChangeException("The object is already visible");
}
if (NetworkManager.NetworkConfig.UseSnapshotSpawn)
{
SnapshotSpawn(clientId);
}
Observers.Add(clientId);
NetworkManager.SpawnManager.SendSpawnCallForObject(clientId, this);
@@ -314,23 +281,15 @@ namespace Unity.Netcode
throw new VisibilityChangeException("Cannot hide an object from the server");
}
Observers.Remove(clientId);
if (NetworkManager.NetworkConfig.UseSnapshotSpawn)
var message = new DestroyObjectMessage
{
SnapshotDespawn(clientId);
}
else
{
var message = new DestroyObjectMessage
{
NetworkObjectId = NetworkObjectId
};
// Send destroy call
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
NetworkManager.NetworkMetrics.TrackObjectDestroySent(clientId, this, size);
}
NetworkObjectId = NetworkObjectId
};
// Send destroy call
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
NetworkManager.NetworkMetrics.TrackObjectDestroySent(clientId, this, size);
}
/// <summary>
@@ -345,14 +304,14 @@ namespace Unity.Netcode
throw new ArgumentNullException("At least one " + nameof(NetworkObject) + " has to be provided");
}
NetworkManager networkManager = networkObjects[0].NetworkManager;
var networkManager = networkObjects[0].NetworkManager;
if (!networkManager.IsServer)
{
throw new NotServerException("Only server can change visibility");
}
if (clientId == networkManager.ServerClientId)
if (clientId == NetworkManager.ServerClientId)
{
throw new VisibilityChangeException("Cannot hide an object from the server");
}
@@ -384,84 +343,21 @@ namespace Unity.Netcode
private void OnDestroy()
{
if (NetworkManager != null && NetworkManager.IsListening && NetworkManager.IsServer == false && IsSpawned
&& (IsSceneObject == null || (IsSceneObject != null && IsSceneObject.Value != true)))
if (NetworkManager != null && NetworkManager.IsListening && NetworkManager.IsServer == false && IsSpawned &&
(IsSceneObject == null || (IsSceneObject != null && IsSceneObject.Value != true)))
{
throw new NotServerException($"Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
}
if (NetworkManager != null && NetworkManager.SpawnManager != null && NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
if (NetworkManager != null && NetworkManager.SpawnManager != null &&
NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
{
NetworkManager.SpawnManager.OnDespawnObject(networkObject, false);
}
}
private SnapshotDespawnCommand GetDespawnCommand()
{
var command = new SnapshotDespawnCommand();
command.NetworkObjectId = NetworkObjectId;
return command;
}
private SnapshotSpawnCommand GetSpawnCommand()
{
var command = new SnapshotSpawnCommand();
command.NetworkObjectId = NetworkObjectId;
command.OwnerClientId = OwnerClientId;
command.IsPlayerObject = IsPlayerObject;
command.IsSceneObject = (IsSceneObject == null) || IsSceneObject.Value;
ulong? parent = NetworkManager.SpawnManager.GetSpawnParentId(this);
if (parent != null)
{
command.ParentNetworkId = parent.Value;
}
else
{
// write own network id, when no parents. todo: optimize this.
command.ParentNetworkId = command.NetworkObjectId;
}
command.GlobalObjectIdHash = HostCheckForGlobalObjectIdHashOverride();
// todo: check if (IncludeTransformWhenSpawning == null || IncludeTransformWhenSpawning(clientId)) for any clientId
command.ObjectPosition = transform.position;
command.ObjectRotation = transform.rotation;
command.ObjectScale = transform.localScale;
return command;
}
private void SnapshotSpawn()
{
var command = GetSpawnCommand();
NetworkManager.SnapshotSystem.Spawn(command);
}
private void SnapshotSpawn(ulong clientId)
{
var command = GetSpawnCommand();
command.TargetClientIds = new List<ulong>();
command.TargetClientIds.Add(clientId);
NetworkManager.SnapshotSystem.Spawn(command);
}
internal void SnapshotDespawn()
{
var command = GetDespawnCommand();
NetworkManager.SnapshotSystem.Despawn(command);
}
internal void SnapshotDespawn(ulong clientId)
{
var command = GetDespawnCommand();
command.TargetClientIds = new List<ulong>();
command.TargetClientIds.Add(clientId);
NetworkManager.SnapshotSystem.Despawn(command);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void SpawnInternal(bool destroyWithScene, ulong? ownerClientId, bool playerObject)
private void SpawnInternal(bool destroyWithScene, ulong ownerClientId, bool playerObject)
{
if (!NetworkManager.IsListening)
{
@@ -475,12 +371,6 @@ namespace Unity.Netcode
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(this, NetworkManager.SpawnManager.GetNetworkObjectId(), false, playerObject, ownerClientId, destroyWithScene);
if (NetworkManager.NetworkConfig.UseSnapshotSpawn)
{
SnapshotSpawn();
}
ulong ownerId = ownerClientId != null ? ownerClientId.Value : NetworkManager.ServerClientId;
for (int i = 0; i < NetworkManager.ConnectedClientsList.Count; i++)
{
if (Observers.Contains(NetworkManager.ConnectedClientsList[i].ClientId))
@@ -496,7 +386,7 @@ namespace Unity.Netcode
/// <param name="destroyWithScene">Should the object be destroyed when the scene is changed</param>
public void Spawn(bool destroyWithScene = false)
{
SpawnInternal(destroyWithScene, null, false);
SpawnInternal(destroyWithScene, NetworkManager.ServerClientId, false);
}
/// <summary>
@@ -547,17 +437,29 @@ namespace Unity.Netcode
internal void InvokeBehaviourOnLostOwnership()
{
// Server already handles this earlier, hosts should ignore, all clients should update
if (!NetworkManager.IsServer)
{
NetworkManager.SpawnManager.UpdateOwnershipTable(this, OwnerClientId, true);
}
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
ChildNetworkBehaviours[i].OnLostOwnership();
ChildNetworkBehaviours[i].InternalOnLostOwnership();
}
}
internal void InvokeBehaviourOnGainedOwnership()
{
// Server already handles this earlier, hosts should ignore and only client owners should update
if (!NetworkManager.IsServer && NetworkManager.LocalClientId == OwnerClientId)
{
NetworkManager.SpawnManager.UpdateOwnershipTable(this, OwnerClientId);
}
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
ChildNetworkBehaviours[i].OnGainedOwnership();
ChildNetworkBehaviours[i].InternalOnGainedOwnership();
}
}
@@ -756,13 +658,7 @@ namespace Unity.Netcode
if (!NetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_LatestParent.Value))
{
if (OrphanChildren.Add(this))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkObject)} ({name}) cannot find its parent, added to {nameof(OrphanChildren)} set");
}
}
OrphanChildren.Add(this);
return false;
}
@@ -793,19 +689,21 @@ namespace Unity.Netcode
internal void InvokeBehaviourNetworkSpawn()
{
NetworkManager.SpawnManager.UpdateOwnershipTable(this, OwnerClientId);
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
ChildNetworkBehaviours[i].InternalOnNetworkSpawn();
ChildNetworkBehaviours[i].OnNetworkSpawn();
}
}
internal void InvokeBehaviourNetworkDespawn()
{
NetworkManager.SpawnManager.UpdateOwnershipTable(this, OwnerClientId, true);
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
ChildNetworkBehaviours[i].InternalOnNetworkDespawn();
ChildNetworkBehaviours[i].OnNetworkDespawn();
}
}
@@ -834,13 +732,13 @@ namespace Unity.Netcode
}
}
internal void WriteNetworkVariableData(FastBufferWriter writer, ulong clientId)
internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
var behavior = ChildNetworkBehaviours[i];
behavior.InitializeVariables();
behavior.WriteNetworkVariableData(writer, clientId);
behavior.WriteNetworkVariableData(writer, targetClientId);
}
}
@@ -853,6 +751,27 @@ namespace Unity.Netcode
}
}
// NGO currently guarantees that the client will receive spawn data for all objects in one network tick.
// Children may arrive before their parents; when they do they are stored in OrphanedChildren and then
// resolved when their parents arrived. Because we don't send a partial list of spawns (yet), something
// has gone wrong if by the end of an update we still have unresolved orphans
//
// if and when we have different systems for where it is expected that orphans survive across ticks,
// then this warning will remind us that we need to revamp the system because then we can no longer simply
// spawn the orphan without its parent (at least, not when its transform is set to local coords mode)
// - because then youll have children popping at the wrong location not having their parents global position to root them
// - and then theyll pop to the correct location after they get the parent, and that would be not good
internal static void VerifyParentingStatus()
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
if (OrphanChildren.Count > 0)
{
NetworkLog.LogWarning($"{nameof(NetworkObject)} ({OrphanChildren.Count}) children not resolved to parents by the end of frame");
}
}
}
internal void SetNetworkVariableData(FastBufferReader reader)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
@@ -918,7 +837,6 @@ namespace Unity.Netcode
public bool IsSceneObject;
public bool HasTransform;
public bool IsReparented;
public bool HasNetworkVariables;
}
public HeaderData Header;
@@ -979,10 +897,7 @@ namespace Unity.Netcode
}
}
if (Header.HasNetworkVariables)
{
OwnerObject.WriteNetworkVariableData(writer, TargetClientId);
}
OwnerObject.WriteNetworkVariableData(writer, TargetClientId);
}
public unsafe void Deserialize(FastBufferReader reader)
@@ -1022,7 +937,7 @@ namespace Unity.Netcode
}
}
internal SceneObject GetMessageSceneObject(ulong targetClientId, bool includeNetworkVariableData = true)
internal SceneObject GetMessageSceneObject(ulong targetClientId)
{
var obj = new SceneObject
{
@@ -1033,7 +948,6 @@ namespace Unity.Netcode
OwnerClientId = OwnerClientId,
IsSceneObject = IsSceneObject ?? true,
Hash = HostCheckForGlobalObjectIdHashOverride(),
HasNetworkVariables = includeNetworkVariableData
},
OwnerObject = this,
TargetClientId = targetClientId