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).
## [1.10.0] - 2024-07-22

### Added

- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2906)
- 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. (#2906)
- 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. (#2906)

### Fixed

- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded.(#2977)
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined. (#2953)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941)
- Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923)
- Fixed issue where `NetworkDeltaPosition` would "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922)
- Fixed issue where `NetworkRigidbody2D` would not properly change body type based on the instance's authority when spawned. (#2916)
- 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. (#2906)
- 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. (#2895)

### Changed
This commit is contained in:
Unity Technologies
2024-07-22 00:00:00 +00:00
parent 158f26b913
commit 896943c8bf
31 changed files with 729 additions and 107 deletions

View File

@@ -27,7 +27,7 @@ namespace Unity.Netcode
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
#endif
@@ -123,7 +123,7 @@ namespace Unity.Netcode
}
bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{
NetworkManager.NetworkMetrics.TrackRpcSent(
@@ -254,7 +254,7 @@ namespace Unity.Netcode
}
bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{
if (clientRpcParams.Send.TargetClientIds != null)
@@ -615,16 +615,70 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Gets called after the <see cref="NetworkObject"/> is spawned. No NetworkBehaviours associated with the NetworkObject will have had <see cref="OnNetworkSpawn"/> invoked yet.
/// A reference to <see cref="NetworkManager"/> is passed in as a parameter to determine the context of execution (IsServer/IsClient)
/// </summary>
/// <remarks>
/// <param name="networkManager">a ref to the <see cref="NetworkManager"/> since this is not yet set on the <see cref="NetworkBehaviour"/></param>
/// The <see cref="NetworkBehaviour"/> will not have anything assigned to it at this point in time.
/// Settings like ownership, NetworkBehaviourId, NetworkManager, and most other spawn related properties will not be set.
/// This can be used to handle things like initializing/instantiating a NetworkVariable or the like.
/// </remarks>
protected virtual void OnNetworkPreSpawn(ref NetworkManager networkManager) { }
/// <summary>
/// Gets called when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered and the network is setup.
/// </summary>
public virtual void OnNetworkSpawn() { }
/// <summary>
/// Gets called after the <see cref="NetworkObject"/> is spawned. All NetworkBehaviours associated with the NetworkObject will have had <see cref="OnNetworkSpawn"/> invoked.
/// </summary>
/// <remarks>
/// Will be invoked on each <see cref="NetworkBehaviour"/> associated with the <see cref="NetworkObject"/> being spawned.
/// All associated <see cref="NetworkBehaviour"/> components will have had <see cref="OnNetworkSpawn"/> invoked on the spawned <see cref="NetworkObject"/>.
/// </remarks>
protected virtual void OnNetworkPostSpawn() { }
/// <summary>
/// [Client-Side Only]
/// When a new client joins it is synchronized with all spawned NetworkObjects and scenes loaded for the session joined. At the end of the synchronization process, when all
/// <see cref="NetworkObject"/>s and scenes (if scene management is enabled) have finished synchronizing, all NetworkBehaviour components associated with spawned <see cref="NetworkObject"/>s
/// will have this method invoked.
/// </summary>
/// <remarks>
/// This can be used to handle post synchronization actions where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context.
/// This is only invoked on clients during a client-server network topology session.
/// </remarks>
protected virtual void OnNetworkSessionSynchronized() { }
/// <summary>
/// [Client & Server Side]
/// When a scene is loaded an in-scene placed NetworkObjects are all spawned, this method is invoked on all of the newly spawned in-scene placed NetworkObjects.
/// </summary>
/// <remarks>
/// This can be used to handle post scene loaded actions for in-scene placed NetworkObjcts where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context.
/// </remarks>
protected virtual void OnInSceneObjectsSpawned() { }
/// <summary>
/// Gets called when the <see cref="NetworkObject"/> gets despawned. Is called both on the server and clients.
/// </summary>
public virtual void OnNetworkDespawn() { }
internal void NetworkPreSpawn(ref NetworkManager networkManager)
{
try
{
OnNetworkPreSpawn(ref networkManager);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void InternalOnNetworkSpawn()
{
IsSpawned = true;
@@ -653,6 +707,42 @@ namespace Unity.Netcode
}
}
internal void NetworkPostSpawn()
{
try
{
OnNetworkPostSpawn();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void NetworkSessionSynchronized()
{
try
{
OnNetworkSessionSynchronized();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void InSceneNetworkObjectsSpawned()
{
try
{
OnInSceneObjectsSpawned();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void InternalOnNetworkDespawn()
{
IsSpawned = false;
@@ -681,7 +771,7 @@ namespace Unity.Netcode
/// <summary>
/// Invoked on all clients, override this method to be notified of any
/// ownership changes (even if the instance was niether the previous or
/// newly assigned current owner).
/// newly assigned current owner).
/// </summary>
/// <param name="previous">the previous owner</param>
/// <param name="current">the current owner</param>
@@ -742,7 +832,7 @@ namespace Unity.Netcode
#pragma warning restore IDE1006 // restore naming rule violation check
{
__rpc_func_table[GetType()][hash] = handler;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
__rpc_name_table[GetType()][hash] = rpcMethodName;
#endif
}
@@ -768,7 +858,7 @@ namespace Unity.Netcode
if (!__rpc_func_table.ContainsKey(GetType()))
{
__rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
#if UNITY_EDITOR || DEVELOPMENT_BUILD
#if UNITY_EDITOR || DEVELOPMENT_BUILD || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
__rpc_name_table[GetType()] = new Dictionary<uint, string>();
#endif
__initializeRpcs();
@@ -1223,9 +1313,9 @@ namespace Unity.Netcode
/// <summary>
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to.
/// NOTE: If you override this, you will want to always invoke this base class version of this
/// <see cref="OnDestroy"/> method!!
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to is destroyed.
/// NOTE: If you override this, you should invoke this base class version of this
/// <see cref="OnDestroy"/> method.
/// </summary>
public virtual void OnDestroy()
{