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)
This commit is contained in:
Unity Technologies
2024-12-12 00:00:00 +00:00
parent 016788c21e
commit 8fe07bbad2
78 changed files with 2243 additions and 1187 deletions

View File

@@ -80,6 +80,18 @@ namespace Unity.Netcode
}
#endif
internal SessionConfig SessionConfig;
/// <summary>
/// Used for internal testing purposes
/// </summary>
internal delegate SessionConfig OnGetSessionConfigHandler();
internal OnGetSessionConfigHandler OnGetSessionConfig;
private SessionConfig GetSessionConfig()
{
return OnGetSessionConfig != null ? OnGetSessionConfig.Invoke() : new SessionConfig();
}
internal static bool IsDistributedAuthority;
/// <summary>
@@ -162,10 +174,30 @@ namespace Unity.Netcode
}
}
// DANGO-TODO-MVP: Remove these properties once the service handles object distribution
internal ulong ClientToRedistribute;
internal bool RedistributeToClient;
internal int TickToRedistribute;
// DANGO-TODO: Determine if this needs to be removed once the service handles object distribution
internal List<ulong> ClientsToRedistribute = new List<ulong>();
internal bool RedistributeToClients;
/// <summary>
/// Handles object redistribution when scene management is disabled.
/// <see cref="NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick"/>
/// DANGO-TODO: Determine if this needs to be removed once the service handles object distribution
/// </summary>
internal void HandleRedistributionToClients()
{
if (!DistributedAuthorityMode || !RedistributeToClients || NetworkConfig.EnableSceneManagement || ShutdownInProgress)
{
return;
}
foreach (var clientId in ClientsToRedistribute)
{
SpawnManager.DistributeNetworkObjects(clientId);
}
RedistributeToClients = false;
ClientsToRedistribute.Clear();
}
internal List<NetworkObject> DeferredDespawnObjects = new List<NetworkObject>();
@@ -193,11 +225,7 @@ namespace Unity.Netcode
foreach (var networkObjectEntry in SpawnManager.SpawnedObjects)
{
var networkObject = networkObjectEntry.Value;
if (networkObject.IsSceneObject == null || !networkObject.IsSceneObject.Value)
{
continue;
}
if (networkObject.OwnerClientId != LocalClientId)
if (networkObject.IsOwnershipSessionOwner && LocalClient.IsSessionOwner)
{
SpawnManager.ChangeOwnership(networkObject, LocalClientId, true);
}
@@ -291,6 +319,10 @@ namespace Unity.Netcode
case NetworkUpdateStage.EarlyUpdate:
{
UpdateTopology();
// Handle processing any new connections or transport events
NetworkConfig.NetworkTransport.EarlyUpdate();
ConnectionManager.ProcessPendingApprovals();
ConnectionManager.PollAndHandleNetworkEvents();
@@ -298,6 +330,7 @@ namespace Unity.Netcode
AnticipationSystem.SetupForUpdate();
MessageManager.ProcessIncomingMessageQueue();
MessageManager.CleanupDisconnectedClients();
AnticipationSystem.ProcessReanticipation();
}
@@ -379,22 +412,15 @@ namespace Unity.Netcode
// Metrics update needs to be driven by NetworkConnectionManager's update to assure metrics are dispatched after the send queue is processed.
MetricsManager.UpdateMetrics();
// Handle sending any pending transport messages
NetworkConfig.NetworkTransport.PostLateUpdate();
// TODO: Determine a better way to handle this
NetworkObject.VerifyParentingStatus();
// This is "ok" to invoke when not processing messages since it is just cleaning up messages that never got handled within their timeout period.
DeferredMessageManager.CleanupStaleTriggers();
// DANGO-TODO-MVP: Remove this once the service handles object distribution
// NOTE: This needs to be the last thing done and should happen exactly at this point
// in the update
if (RedistributeToClient && ServerTime.Tick <= TickToRedistribute)
{
RedistributeToClient = false;
SpawnManager.DistributeNetworkObjects(ClientToRedistribute);
ClientToRedistribute = 0;
}
if (m_ShuttingDown)
{
// Host-server will disconnect any connected clients prior to finalizing its shutdown
@@ -925,6 +951,9 @@ namespace Unity.Netcode
return; // May occur when the component is added
}
// Do a validation pass on NetworkConfig properties
NetworkConfig.OnValidate();
if (GetComponentInChildren<NetworkObject>() != null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
@@ -993,8 +1022,7 @@ namespace Unity.Netcode
{
if (IsListening && change == PlayModeStateChange.ExitingPlayMode)
{
// Make sure we are not holding onto anything in case domain reload is disabled
ShutdownInternal();
OnApplicationQuit();
}
}
#endif
@@ -1161,6 +1189,12 @@ namespace Unity.Netcode
UpdateTopology();
// Always create a default session config when starting a NetworkManager instance
if (DistributedAuthorityMode)
{
SessionConfig = GetSessionConfig();
}
// Make sure the ServerShutdownState is reset when initializing
if (server)
{