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:
@@ -426,10 +426,11 @@ namespace Unity.Netcode.Transports.UTP
|
||||
internal static event Action<int> TransportDisposed;
|
||||
internal NetworkDriver NetworkDriver => m_Driver;
|
||||
|
||||
protected NetworkDriver m_Driver;
|
||||
|
||||
private PacketLossCache m_PacketLossCache = new PacketLossCache();
|
||||
|
||||
private State m_State = State.Disconnected;
|
||||
private NetworkDriver m_Driver;
|
||||
private NetworkSettings m_NetworkSettings;
|
||||
private ulong m_ServerClientId;
|
||||
|
||||
@@ -554,12 +555,17 @@ namespace Unity.Netcode.Transports.UTP
|
||||
return false;
|
||||
}
|
||||
|
||||
var serverConnection = m_Driver.Connect(serverEndpoint);
|
||||
var serverConnection = Connect(serverEndpoint);
|
||||
m_ServerClientId = ParseClientId(serverConnection);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected virtual NetworkConnection Connect(NetworkEndpoint serverEndpoint)
|
||||
{
|
||||
return m_Driver.Connect(serverEndpoint);
|
||||
}
|
||||
|
||||
private bool ServerBindAndListen(NetworkEndpoint endPoint)
|
||||
{
|
||||
// Verify the endpoint is valid before proceeding
|
||||
|
||||
Reference in New Issue
Block a user