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

@@ -425,7 +425,7 @@ namespace Unity.Netcode
/// <summary>
/// Returns the currently loaded scenes that are synchronized with the session owner or server depending upon the selected
/// NetworkManager session mode.
/// network topology.
/// </summary>
/// <remarks>
/// The <see cref="SceneManager"/> scenes loaded returns all scenes loaded where this returns only the scenes that have been
@@ -444,6 +444,7 @@ namespace Unity.Netcode
internal Dictionary<int, int> ServerSceneHandleToClientSceneHandle = new Dictionary<int, int>();
internal Dictionary<int, int> ClientSceneHandleToServerSceneHandle = new Dictionary<int, int>();
internal bool IsRestoringSession;
/// <summary>
/// Add the client to server (and vice versa) scene handle lookup.
/// Add the client-side handle to scene entry in the HandleToScene table.
@@ -455,7 +456,7 @@ namespace Unity.Netcode
{
ServerSceneHandleToClientSceneHandle.Add(serverHandle, clientHandle);
}
else
else if (!IsRestoringSession)
{
return false;
}
@@ -464,7 +465,7 @@ namespace Unity.Netcode
{
ClientSceneHandleToServerSceneHandle.Add(clientHandle, serverHandle);
}
else
else if (!IsRestoringSession)
{
return false;
}
@@ -1045,7 +1046,7 @@ namespace Unity.Netcode
/// <param name="targetClientIds">array of client identifiers to receive the scene event message</param>
private void SendSceneEventData(uint sceneEventId, ulong[] targetClientIds)
{
if (targetClientIds.Length == 0)
if (targetClientIds.Length == 0 && !NetworkManager.DistributedAuthorityMode)
{
// This would be the Host/Server with no clients connected
// Silently return as there is nothing to be done
@@ -1056,6 +1057,16 @@ namespace Unity.Netcode
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
{
if (NetworkManager.DistributedAuthorityMode && HasSceneAuthority())
{
sceneEvent.TargetClientId = NetworkManager.ServerClientId;
var message = new SceneEventMessage
{
EventData = sceneEvent,
};
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, NetworkManager.ServerClientId);
NetworkManager.NetworkMetrics.TrackSceneEventSent(NetworkManager.ServerClientId, (uint)sceneEvent.SceneEventType, SceneNameFromHash(sceneEvent.SceneHash), size);
}
foreach (var clientId in targetClientIds)
{
sceneEvent.TargetClientId = clientId;
@@ -1859,6 +1870,17 @@ namespace Unity.Netcode
}
}
foreach (var keyValuePairByGlobalObjectIdHash in ScenePlacedObjects)
{
foreach (var keyValuePairBySceneHandle in keyValuePairByGlobalObjectIdHash.Value)
{
if (!keyValuePairBySceneHandle.Value.IsPlayerObject)
{
keyValuePairBySceneHandle.Value.InternalInSceneNetworkObjectsSpawned();
}
}
}
// Add any despawned when spawned in-scene placed NetworkObjects to the scene event data
sceneEventData.AddDespawnedInSceneNetworkObjects();
@@ -2413,6 +2435,18 @@ namespace Unity.Netcode
{
NetworkLog.LogInfo($"[Client-{NetworkManager.LocalClientId}][Scene Management Enabled] Synchronization complete!");
}
// For convenience, notify all NetworkBehaviours that synchronization is complete.
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
networkObject.InternalNetworkSessionSynchronized();
}
if (NetworkManager.DistributedAuthorityMode && HasSceneAuthority() && IsRestoringSession)
{
IsRestoringSession = false;
PostSynchronizationSceneUnloading = m_OriginalPostSynchronizationSceneUnloading;
}
EndSceneEvent(sceneEventId);
}
break;
@@ -2599,6 +2633,8 @@ namespace Unity.Netcode
/// </summary>
internal bool SkipSceneHandling;
private bool m_OriginalPostSynchronizationSceneUnloading;
/// <summary>
/// Both Client and Server: Incoming scene event entry point
/// </summary>
@@ -2672,6 +2708,12 @@ namespace Unity.Netcode
// Only if ClientSynchronizationMode is Additive and the client receives a synchronize scene event
if (ClientSynchronizationMode == LoadSceneMode.Additive)
{
if (NetworkManager.DistributedAuthorityMode && HasSceneAuthority() && IsRestoringSession && clientId == NetworkManager.ServerClientId)
{
m_OriginalPostSynchronizationSceneUnloading = PostSynchronizationSceneUnloading;
PostSynchronizationSceneUnloading = true;
}
// Check for scenes already loaded and create a table of scenes already loaded (SceneEntries) that will be
// used if the server is synchronizing the same scenes (i.e. if a matching scene is already loaded on the
// client side, then that scene will be used as opposed to loading another scene). This allows for clients