com.unity.netcode.gameobjects@2.0.0-exp.4

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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
This commit is contained in:
Unity Technologies
2024-05-31 00:00:00 +00:00
parent 143a6cbd34
commit 63c7e4c78a
177 changed files with 1792 additions and 820 deletions

View File

@@ -63,16 +63,39 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (!m_NetworkManager.IsServer)
{
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
}
if (clientIds == null)
{
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List!");
}
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
{
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
{
Debug.LogError("Clients cannot send unnamed messages to other clients!");
return;
}
else if (clientIds.Count == 1)
{
SendUnnamedMessage(clientIds[0], messageBuffer, networkDelivery);
}
}
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
{
if (clientIds.Count > 1)
{
Debug.LogError("Sending an unnamed message to multiple clients is not yet supported in distributed authority.");
return;
}
}
if (clientIds.Count == 0)
{
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send to.");
return;
}
if (m_NetworkManager.IsHost)
{
for (var i = 0; i < clientIds.Count; ++i)
@@ -203,6 +226,14 @@ namespace Unity.Netcode
var hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name);
if (m_NetworkManager.LogLevel <= LogLevel.Developer)
{
if (m_MessageHandlerNameLookup32.ContainsKey(hash32) || m_MessageHandlerNameLookup64.ContainsKey(hash64))
{
Debug.LogWarning($"Registering {name} named message over existing registration! Your previous registration's callback is being overwritten!");
}
}
m_NamedMessageHandlers32[hash32] = callback;
m_NamedMessageHandlers64[hash64] = callback;
@@ -303,14 +334,37 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
if (!m_NetworkManager.IsServer)
{
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
}
if (clientIds == null)
{
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
throw new ArgumentNullException(nameof(clientIds), "Client list is null! You must pass in a valid clientId list to send a named message.");
}
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
{
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
{
Debug.LogError("Clients cannot send named messages to other clients!");
return;
}
else if (clientIds.Count == 1)
{
SendNamedMessage(messageName, clientIds[0], messageStream, networkDelivery);
return;
}
}
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
{
if (clientIds.Count > 1)
{
Debug.LogError("Sending a named message to multiple clients is not yet supported in distributed authority.");
return;
}
}
if (clientIds.Count == 0)
{
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send the named message {messageName} to!");
return;
}
ulong hash = 0;