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