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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@@ -10,7 +10,7 @@ namespace Unity.Netcode
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public static class BytePacker
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{
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#if UNITY_NETCODE_DEBUG_NO_PACKING
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void WriteValuePacked<T>(FastBufferWriter writer, T value) where T: unmanaged => writer.WriteValueSafe(value);
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#else
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@@ -277,10 +277,21 @@ namespace Unity.Netcode
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#if UNITY_NETCODE_DEBUG_NO_PACKING
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void WriteValueBitPacked<T>(FastBufferWriter writer, T value) where T: unmanaged => writer.WriteValueSafe(value);
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#else
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public const ushort BitPackedUshortMax = (1 << 15) - 1;
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public const short BitPackedShortMax = (1 << 14) - 1;
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public const short BitPackedShortMin = -(1 << 14);
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public const uint BitPackedUintMax = (1 << 30) - 1;
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public const int BitPackedIntMax = (1 << 29) - 1;
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public const int BitPackedIntMin = -(1 << 29);
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public const ulong BitPackedULongMax = (1L << 61) - 1;
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public const long BitPackedLongMax = (1L << 60) - 1;
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public const long BitPackedLongMin = -(1L << 60);
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/// <summary>
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/// Writes a 14-bit signed short to the buffer in a bit-encoded packed format.
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/// The first bit indicates whether the value is 1 byte or 2.
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@@ -307,7 +318,7 @@ namespace Unity.Netcode
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public static void WriteValueBitPacked(FastBufferWriter writer, ushort value)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (value >= 0b1000_0000_0000_0000)
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if (value >= BitPackedUshortMax)
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{
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throw new ArgumentException("BitPacked ushorts must be <= 15 bits");
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}
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@@ -356,7 +367,7 @@ namespace Unity.Netcode
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public static void WriteValueBitPacked(FastBufferWriter writer, uint value)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (value >= 0b0100_0000_0000_0000_0000_0000_0000_0000)
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if (value > BitPackedUintMax)
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{
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throw new ArgumentException("BitPacked uints must be <= 30 bits");
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}
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@@ -396,7 +407,7 @@ namespace Unity.Netcode
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public static void WriteValueBitPacked(FastBufferWriter writer, ulong value)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (value >= 0b0010_0000_0000_0000_0000_0000_0000_0000_0000_0000_0000_0000_0000_0000_0000_0000)
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if (value > BitPackedULongMax)
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{
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throw new ArgumentException("BitPacked ulongs must be <= 61 bits");
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}
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@@ -19,7 +19,7 @@ namespace Unity.Netcode
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#endif
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}
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internal readonly unsafe ReaderHandle* Handle;
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internal unsafe ReaderHandle* Handle;
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/// <summary>
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/// Get the current read position
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@@ -39,6 +39,11 @@ namespace Unity.Netcode
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get => Handle->Length;
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}
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/// <summary>
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/// Gets a value indicating whether the reader has been initialized and a handle allocated.
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/// </summary>
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public unsafe bool IsInitialized => Handle != null;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal unsafe void CommitBitwiseReads(int amount)
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{
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@@ -196,6 +201,7 @@ namespace Unity.Netcode
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public unsafe void Dispose()
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{
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UnsafeUtility.Free(Handle, Handle->Allocator);
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Handle = null;
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}
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/// <summary>
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@@ -22,7 +22,7 @@ namespace Unity.Netcode
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#endif
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}
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internal readonly unsafe WriterHandle* Handle;
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internal unsafe WriterHandle* Handle;
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private static byte[] s_ByteArrayCache = new byte[65535];
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@@ -62,6 +62,11 @@ namespace Unity.Netcode
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get => Handle->Position > Handle->Length ? Handle->Position : Handle->Length;
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}
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/// <summary>
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/// Gets a value indicating whether the writer has been initialized and a handle allocated.
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/// </summary>
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public unsafe bool IsInitialized => Handle != null;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal unsafe void CommitBitwiseWrites(int amount)
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@@ -111,6 +116,7 @@ namespace Unity.Netcode
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UnsafeUtility.Free(Handle->BufferPointer, Handle->Allocator);
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}
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UnsafeUtility.Free(Handle, Handle->Allocator);
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Handle = null;
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}
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/// <summary>
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@@ -207,7 +213,7 @@ namespace Unity.Netcode
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/// When you know you will be writing multiple fields back-to-back and you know the total size,
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/// you can call TryBeginWrite() once on the total size, and then follow it with calls to
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/// WriteValue() instead of WriteValueSafe() for faster serialization.
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///
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///
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/// Unsafe write operations will throw OverflowException in editor and development builds if you
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/// go past the point you've marked using TryBeginWrite(). In release builds, OverflowException will not be thrown
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/// for performance reasons, since the point of using TryBeginWrite is to avoid bounds checking in the following
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@@ -253,7 +259,7 @@ namespace Unity.Netcode
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/// When you know you will be writing multiple fields back-to-back and you know the total size,
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/// you can call TryBeginWrite() once on the total size, and then follow it with calls to
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/// WriteValue() instead of WriteValueSafe() for faster serialization.
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///
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///
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/// Unsafe write operations will throw OverflowException in editor and development builds if you
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/// go past the point you've marked using TryBeginWrite(). In release builds, OverflowException will not be thrown
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/// for performance reasons, since the point of using TryBeginWrite is to avoid bounds checking in the following
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