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