com.unity.netcode.gameobjects@2.2.0
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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
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@@ -10,15 +10,54 @@ using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The connection event type set within <see cref="ConnectionEventData"/> to signify the type of connection event notification received.
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/// </summary>
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/// <remarks>
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/// <see cref="ConnectionEventData"/> is returned as a parameter of the <see cref="NetworkManager.OnConnectionEvent"/> event notification.
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/// <see cref="ClientConnected"/> and <see cref="ClientDisconnected"/> event types occur on the client-side of the newly connected client and on the server-side. <br />
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/// <see cref="PeerConnected"/> and <see cref="PeerDisconnected"/> event types occur on connected clients to notify that a new client (peer) has joined/connected.
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/// </remarks>
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public enum ConnectionEvent
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{
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/// <summary>
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/// This event is set on the client-side of the newly connected client and on the server-side.<br />
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/// </summary>
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/// <remarks>
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/// On the newly connected client side, the <see cref="ConnectionEventData.ClientId"/> will be the <see cref="NetworkManager.LocalClientId"/>.<br />
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/// On the server side, the <see cref="ConnectionEventData.ClientId"/> will be the ID of the client that just connected.
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/// </remarks>
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ClientConnected,
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/// <summary>
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/// This event is set on clients that are already connected to the session.
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/// </summary>
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/// <remarks>
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/// The <see cref="ConnectionEventData.ClientId"/> will be the ID of the client that just connected.
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/// </remarks>
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PeerConnected,
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/// <summary>
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/// This event is set on the client-side of the client that disconnected client and on the server-side.
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/// </summary>
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/// <remarks>
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/// On the disconnected client side, the <see cref="ConnectionEventData.ClientId"/> will be the <see cref="NetworkManager.LocalClientId"/>.<br />
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/// On the server side, this will be the ID of the client that disconnected.
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/// </remarks>
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ClientDisconnected,
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/// <summary>
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/// This event is set on clients that are already connected to the session.
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/// </summary>
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/// <remarks>
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/// The <see cref="ConnectionEventData.ClientId"/> will be the ID of the client that just disconnected.
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/// </remarks>
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PeerDisconnected
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}
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/// <summary>
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/// Returned as a parameter of the <see cref="NetworkManager.OnConnectionEvent"/> event notification.
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/// </summary>
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/// <remarks>
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/// See <see cref="ConnectionEvent"/> for more details on the types of connection events received.
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/// </remarks>
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public struct ConnectionEventData
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{
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public ConnectionEvent EventType;
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@@ -563,7 +602,7 @@ namespace Unity.Netcode
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{
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var message = new ConnectionRequestMessage
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{
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CMBServiceConnection = NetworkManager.CMBServiceConnection,
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DistributedAuthority = NetworkManager.DistributedAuthorityMode,
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// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
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ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
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ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
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@@ -571,8 +610,9 @@ namespace Unity.Netcode
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MessageVersions = new NativeArray<MessageVersionData>(MessageManager.MessageHandlers.Length, Allocator.Temp)
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};
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if (NetworkManager.CMBServiceConnection)
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if (NetworkManager.DistributedAuthorityMode)
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{
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message.ClientConfig.SessionConfig = NetworkManager.SessionConfig;
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message.ClientConfig.TickRate = NetworkManager.NetworkConfig.TickRate;
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message.ClientConfig.EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement;
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}
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@@ -1001,6 +1041,14 @@ namespace Unity.Netcode
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}
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var distributedAuthority = NetworkManager.DistributedAuthorityMode;
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// If not using DA return early or if using DA and scene management is disabled then exit early Since we use NetworkShow to spawn
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// objects on the newly connected client side.
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if (!distributedAuthority || distributedAuthority && !NetworkManager.NetworkConfig.EnableSceneManagement)
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{
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return networkClient;
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}
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var sessionOwnerId = NetworkManager.CurrentSessionOwner;
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var isSessionOwner = NetworkManager.LocalClient.IsSessionOwner;
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foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
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@@ -1164,7 +1212,7 @@ namespace Unity.Netcode
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{
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// Only NetworkObjects that have the OwnershipStatus.Distributable flag set and no parent
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// (ownership is transferred to all children) will have their ownership redistributed.
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if (ownedObject.IsOwnershipDistributable && ownedObject.GetCachedParent() == null)
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if (ownedObject.IsOwnershipDistributable && ownedObject.GetCachedParent() == null && !ownedObject.IsOwnershipSessionOwner)
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{
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if (ownedObject.IsOwnershipLocked)
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{
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@@ -1201,6 +1249,11 @@ namespace Unity.Netcode
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childObject.SetOwnershipLock(false);
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}
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// Ignore session owner marked objects
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if (childObject.IsOwnershipSessionOwner)
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{
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continue;
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}
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NetworkManager.SpawnManager.ChangeOwnership(childObject, targetOwner, true);
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if (EnableDistributeLogging)
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{
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