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)
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@@ -120,49 +120,20 @@ namespace Unity.Netcode
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public VersionGetter GetVersion;
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}
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internal List<MessageWithHandler> PrioritizeMessageOrder(List<MessageWithHandler> allowedTypes)
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{
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var prioritizedTypes = new List<MessageWithHandler>();
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// First pass puts the priority message in the first indices
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// Those are the messages that must be delivered in order to allow re-ordering the others later
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foreach (var t in allowedTypes)
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{
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if (t.MessageType.FullName == typeof(ConnectionRequestMessage).FullName ||
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t.MessageType.FullName == typeof(ConnectionApprovedMessage).FullName)
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{
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prioritizedTypes.Add(t);
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}
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}
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foreach (var t in allowedTypes)
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{
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if (t.MessageType.FullName != typeof(ConnectionRequestMessage).FullName &&
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t.MessageType.FullName != typeof(ConnectionApprovedMessage).FullName)
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{
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prioritizedTypes.Add(t);
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}
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}
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return prioritizedTypes;
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}
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public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null)
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{
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try
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{
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m_Sender = sender;
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m_Owner = owner;
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if (provider == null)
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{
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provider = new ILPPMessageProvider();
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}
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// Get the presorted message types returned by the provider
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var allowedTypes = provider.GetMessages();
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allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
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allowedTypes = PrioritizeMessageOrder(allowedTypes);
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foreach (var type in allowedTypes)
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{
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RegisterMessageType(type);
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