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

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
@@ -12,9 +13,117 @@ namespace Unity.Netcode
internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
#pragma warning restore IDE1006 // restore naming rule violation check
/// <summary>
/// Enum representing the different types of messages that can be sent over the network.
/// The values cannot be changed, as they are used to serialize and deserialize messages.
/// Adding new messages should be done by adding new values to the end of the enum
/// using the next free value.
/// </summary>
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
/// Add any new Message types to this table at the END with incremented index value
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
internal enum NetworkMessageTypes : uint
{
ConnectionApproved = 0,
ConnectionRequest = 1,
ChangeOwnership = 2,
ClientConnected = 3,
ClientDisconnected = 4,
ClientRpc = 5,
CreateObject = 6,
DestroyObject = 7,
DisconnectReason = 8,
ForwardClientRpc = 9,
ForwardServerRpc = 10,
NamedMessage = 11,
NetworkTransformMessage = 12,
NetworkVariableDelta = 13,
ParentSync = 14,
Proxy = 15,
Rpc = 16,
SceneEvent = 17,
ServerLog = 18,
ServerRpc = 19,
TimeSync = 20,
Unnamed = 21,
SessionOwner = 22
}
// Enable this for integration tests that need no message types defined
internal static bool IntegrationTestNoMessages;
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return __network_message_types;
// return no message types when defined for integration tests
if (IntegrationTestNoMessages)
{
return new List<NetworkMessageManager.MessageWithHandler>();
}
var messageTypeCount = Enum.GetValues(typeof(NetworkMessageTypes)).Length;
// Assure the allowed types count is the same as our NetworkMessageType enum count
if (__network_message_types.Count != messageTypeCount)
{
throw new Exception($"Allowed types is not equal to the number of message type indices! Allowed Count: {__network_message_types.Count} | Index Count: {messageTypeCount}");
}
// Populate with blanks to be replaced later
var adjustedMessageTypes = new List<NetworkMessageManager.MessageWithHandler>();
var blank = new NetworkMessageManager.MessageWithHandler();
for (int i = 0; i < messageTypeCount; i++)
{
adjustedMessageTypes.Add(blank);
}
// Create a type to enum index lookup table
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// Add new Message types to this table paired with its new NetworkMessageTypes enum
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
var messageTypes = new Dictionary<Type, NetworkMessageTypes>
{
{ typeof(ConnectionApprovedMessage), NetworkMessageTypes.ConnectionApproved }, // This MUST be first
{ typeof(ConnectionRequestMessage), NetworkMessageTypes.ConnectionRequest }, // This MUST be second
{ typeof(ChangeOwnershipMessage), NetworkMessageTypes.ChangeOwnership },
{ typeof(ClientConnectedMessage), NetworkMessageTypes.ClientConnected },
{ typeof(ClientDisconnectedMessage), NetworkMessageTypes.ClientDisconnected },
{ typeof(ClientRpcMessage), NetworkMessageTypes.ClientRpc },
{ typeof(CreateObjectMessage), NetworkMessageTypes.CreateObject },
{ typeof(DestroyObjectMessage), NetworkMessageTypes.DestroyObject },
{ typeof(DisconnectReasonMessage), NetworkMessageTypes.DisconnectReason },
{ typeof(ForwardClientRpcMessage), NetworkMessageTypes.ForwardClientRpc },
{ typeof(ForwardServerRpcMessage), NetworkMessageTypes.ForwardServerRpc },
{ typeof(NamedMessage), NetworkMessageTypes.NamedMessage },
{ typeof(NetworkTransformMessage), NetworkMessageTypes.NetworkTransformMessage },
{ typeof(NetworkVariableDeltaMessage), NetworkMessageTypes.NetworkVariableDelta },
{ typeof(ParentSyncMessage), NetworkMessageTypes.ParentSync },
{ typeof(ProxyMessage), NetworkMessageTypes.Proxy },
{ typeof(RpcMessage), NetworkMessageTypes.Rpc },
{ typeof(SceneEventMessage), NetworkMessageTypes.SceneEvent },
{ typeof(ServerLogMessage), NetworkMessageTypes.ServerLog },
{ typeof(ServerRpcMessage), NetworkMessageTypes.ServerRpc },
{ typeof(TimeSyncMessage), NetworkMessageTypes.TimeSync },
{ typeof(UnnamedMessage), NetworkMessageTypes.Unnamed },
{ typeof(SessionOwnerMessage), NetworkMessageTypes.SessionOwner }
};
// Assure the type to lookup table count and NetworkMessageType enum count matches (i.e. to catch human error when adding new messages)
if (messageTypes.Count != messageTypeCount)
{
throw new Exception($"Message type to Message type index count mistmatch! Table Count: {messageTypes.Count} | Index Count: {messageTypeCount}");
}
// Now order the allowed types list based on the order of the NetworkMessageType enum
foreach (var messageHandler in __network_message_types)
{
if (!messageTypes.ContainsKey(messageHandler.MessageType))
{
throw new Exception($"Missing message type from lookup table: {messageHandler.MessageType}");
}
adjustedMessageTypes[(int)messageTypes[messageHandler.MessageType]] = messageHandler;
}
// return the NetworkMessageType enum ordered list
return adjustedMessageTypes;
}
#if UNITY_EDITOR