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

@@ -87,7 +87,13 @@ namespace Unity.Netcode
void TrackPacketReceived(uint packetCount);
void TrackRttToServer(int rtt);
void UpdateRttToServer(int rtt);
void UpdateNetworkObjectsCount(int count);
void UpdateConnectionsCount(int count);
void UpdatePacketLoss(float packetLoss);
void DispatchFrame();
}

View File

@@ -66,7 +66,7 @@ namespace Unity.Netcode
private readonly EventMetric<SceneEventMetric> m_SceneEventSentEvent = new EventMetric<SceneEventMetric>(NetworkMetricTypes.SceneEventSent.Id);
private readonly EventMetric<SceneEventMetric> m_SceneEventReceivedEvent = new EventMetric<SceneEventMetric>(NetworkMetricTypes.SceneEventReceived.Id);
#if MULTIPLAYER_TOOLS_1_0_0_PRE_4
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
private readonly Counter m_PacketSentCounter = new Counter(NetworkMetricTypes.PacketsSent.Id)
{
ShouldResetOnDispatch = true,
@@ -79,6 +79,15 @@ namespace Unity.Netcode
{
ShouldResetOnDispatch = true,
};
private readonly Gauge m_NetworkObjectsGauge = new Gauge(NetworkMetricTypes.NetworkObjects.Id)
{
ShouldResetOnDispatch = true,
};
private readonly Gauge m_ConnectionsGauge = new Gauge(NetworkMetricTypes.ConnectedClients.Id)
{
ShouldResetOnDispatch = true,
};
private readonly Gauge m_PacketLossGauge = new Gauge(NetworkMetricTypes.PacketLoss.Id);
#endif
private ulong m_NumberOfMetricsThisFrame;
@@ -97,9 +106,12 @@ namespace Unity.Netcode
.WithMetricEvents(m_RpcSentEvent, m_RpcReceivedEvent)
.WithMetricEvents(m_ServerLogSentEvent, m_ServerLogReceivedEvent)
.WithMetricEvents(m_SceneEventSentEvent, m_SceneEventReceivedEvent)
#if MULTIPLAYER_TOOLS_1_0_0_PRE_4
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
.WithCounters(m_PacketSentCounter, m_PacketReceivedCounter)
.WithGauges(m_RttToServerGauge)
.WithGauges(m_NetworkObjectsGauge)
.WithGauges(m_ConnectionsGauge)
.WithGauges(m_PacketLossGauge)
#endif
.Build();
@@ -428,7 +440,7 @@ namespace Unity.Netcode
public void TrackPacketSent(uint packetCount)
{
#if MULTIPLAYER_TOOLS_1_0_0_PRE_4
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
if (!CanSendMetrics)
{
return;
@@ -441,7 +453,7 @@ namespace Unity.Netcode
public void TrackPacketReceived(uint packetCount)
{
#if MULTIPLAYER_TOOLS_1_0_0_PRE_4
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
if (!CanSendMetrics)
{
return;
@@ -452,15 +464,51 @@ namespace Unity.Netcode
#endif
}
public void TrackRttToServer(int rtt)
public void UpdateRttToServer(int rttMilliseconds)
{
#if MULTIPLAYER_TOOLS_1_0_0_PRE_4
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
if (!CanSendMetrics)
{
return;
}
var rttSeconds = rttMilliseconds * 1e-3;
m_RttToServerGauge.Set(rttSeconds);
#endif
}
public void UpdateNetworkObjectsCount(int count)
{
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
if (!CanSendMetrics)
{
return;
}
m_RttToServerGauge.Set(rtt);
m_NetworkObjectsGauge.Set(count);
#endif
}
public void UpdateConnectionsCount(int count)
{
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
if (!CanSendMetrics)
{
return;
}
m_ConnectionsGauge.Set(count);
#endif
}
public void UpdatePacketLoss(float packetLoss)
{
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
if (!CanSendMetrics)
{
return;
}
m_PacketLossGauge.Set(packetLoss);
#endif
}

View File

@@ -145,7 +145,19 @@ namespace Unity.Netcode
{
}
public void TrackRttToServer(int rtt)
public void UpdateRttToServer(int rtt)
{
}
public void UpdateNetworkObjectsCount(int count)
{
}
public void UpdateConnectionsCount(int count)
{
}
public void UpdatePacketLoss(float packetLoss)
{
}