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:
@@ -17,7 +17,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// When requesting, RequestClientId is the requestor.
|
||||
/// When approving, RequestClientId is the owner that approved.
|
||||
/// When responding (only for denied), RequestClientId is the requestor
|
||||
/// When responding (only for denied), RequestClientId is the requestor
|
||||
/// </summary>
|
||||
internal ulong RequestClientId;
|
||||
internal int ClientIdCount;
|
||||
@@ -272,7 +272,7 @@ namespace Unity.Netcode
|
||||
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, clientId);
|
||||
}
|
||||
}
|
||||
// If the NetworkObject is not visible to the DAHost client, then exit early
|
||||
// If the NetworkObject is not visible to the DAHost client, then exit early
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||
{
|
||||
return;
|
||||
@@ -294,7 +294,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle the
|
||||
/// Handle the extended distributed authority ownership updates
|
||||
/// </summary>
|
||||
/// <param name="context"></param>
|
||||
private void HandleExtendedOwnershipUpdate(ref NetworkContext context)
|
||||
@@ -332,8 +332,8 @@ namespace Unity.Netcode
|
||||
// Sanity check that we are not sending duplicated change ownership messages
|
||||
if (networkObject.OwnerClientId == OwnerClientId)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"Unnecessary ownership changed message for {NetworkObjectId}.");
|
||||
// Ignore the message
|
||||
// Log error and then ignore the message
|
||||
UnityEngine.Debug.LogError($"Client-{context.SenderId} ({RequestClientId}) sent unnecessary ownership changed message for {NetworkObjectId}.");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -351,10 +351,10 @@ namespace Unity.Netcode
|
||||
networkObject.InvokeBehaviourOnLostOwnership();
|
||||
}
|
||||
|
||||
// If in distributed authority mode
|
||||
// If in distributed authority mode
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// Always update the network properties in distributed authority mode
|
||||
// Always update the network properties in distributed authority mode
|
||||
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
|
||||
{
|
||||
networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties();
|
||||
|
||||
@@ -55,19 +55,24 @@ namespace Unity.Netcode
|
||||
// Don't redistribute for the local instance
|
||||
if (ClientId != networkManager.LocalClientId)
|
||||
{
|
||||
// Synchronize the client with spawned objects (relative to each client)
|
||||
networkManager.SpawnManager.SynchronizeObjectsToNewlyJoinedClient(ClientId);
|
||||
|
||||
// Keeping for reference in case the above doesn't resolve for hidden objects (theoretically it should)
|
||||
// Show any NetworkObjects that are:
|
||||
// - Hidden from the session owner
|
||||
// - Owned by this client
|
||||
// - Has NetworkObject.SpawnWithObservers set to true (the default)
|
||||
if (!networkManager.LocalClient.IsSessionOwner)
|
||||
{
|
||||
networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
|
||||
}
|
||||
//if (!networkManager.LocalClient.IsSessionOwner)
|
||||
//{
|
||||
// networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
|
||||
//}
|
||||
|
||||
// We defer redistribution to the end of the NetworkUpdateStage.PostLateUpdate
|
||||
networkManager.RedistributeToClient = true;
|
||||
networkManager.ClientToRedistribute = ClientId;
|
||||
networkManager.TickToRedistribute = networkManager.ServerTime.Tick + 20;
|
||||
/// We defer redistribution to happen after NetworkShow has been invoked
|
||||
/// <see cref="NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick"/>
|
||||
/// DANGO-TODO: Determine if this needs to be removed once the service handles object distribution
|
||||
networkManager.RedistributeToClients = true;
|
||||
networkManager.ClientsToRedistribute.Add(ClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,23 +5,38 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal struct ServiceConfig : INetworkSerializable
|
||||
{
|
||||
public uint Version;
|
||||
public uint SessionVersion;
|
||||
public bool IsRestoredSession;
|
||||
public ulong CurrentSessionOwner;
|
||||
public bool ServerRedistribution;
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), Version);
|
||||
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), SessionVersion);
|
||||
serializer.SerializeValue(ref IsRestoredSession);
|
||||
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), CurrentSessionOwner);
|
||||
|
||||
if (SessionVersion >= SessionConfig.ServerDistributionCompatible)
|
||||
{
|
||||
serializer.SerializeValue(ref ServerRedistribution);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out Version);
|
||||
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out SessionVersion);
|
||||
serializer.SerializeValue(ref IsRestoredSession);
|
||||
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out CurrentSessionOwner);
|
||||
|
||||
if (SessionVersion >= SessionConfig.ServerDistributionCompatible)
|
||||
{
|
||||
serializer.SerializeValue(ref ServerRedistribution);
|
||||
}
|
||||
else
|
||||
{
|
||||
ServerRedistribution = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -190,11 +205,13 @@ namespace Unity.Netcode
|
||||
if (receivedMessageVersion >= k_AddCMBServiceConfig)
|
||||
{
|
||||
reader.ReadNetworkSerializable(out ServiceConfig);
|
||||
networkManager.SessionConfig = new SessionConfig(ServiceConfig);
|
||||
}
|
||||
else
|
||||
{
|
||||
reader.ReadValueSafe(out IsRestoredSession);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
|
||||
networkManager.SessionConfig = new SessionConfig(SessionConfig.NoFeatureCompatibility);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -7,31 +7,28 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal struct ClientConfig : INetworkSerializable
|
||||
{
|
||||
/// <summary>
|
||||
/// We start at version 1, where anything less than version 1 on the service side
|
||||
/// is not bypass feature compatible.
|
||||
/// </summary>
|
||||
private const int k_BypassFeatureCompatible = 1;
|
||||
public int Version => k_BypassFeatureCompatible;
|
||||
public SessionConfig SessionConfig;
|
||||
public int SessionVersion => (int)SessionConfig.SessionVersion;
|
||||
public uint TickRate;
|
||||
public bool EnableSceneManagement;
|
||||
|
||||
// Only gets deserialized but should never be used unless testing
|
||||
public int RemoteClientVersion;
|
||||
public int RemoteClientSessionVersion;
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
// Clients always write
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
var writer = serializer.GetFastBufferWriter();
|
||||
BytePacker.WriteValueBitPacked(writer, Version);
|
||||
BytePacker.WriteValueBitPacked(writer, SessionVersion);
|
||||
BytePacker.WriteValueBitPacked(writer, TickRate);
|
||||
writer.WriteValueSafe(EnableSceneManagement);
|
||||
}
|
||||
else
|
||||
{
|
||||
var reader = serializer.GetFastBufferReader();
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientVersion);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientSessionVersion);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out TickRate);
|
||||
reader.ReadValueSafe(out EnableSceneManagement);
|
||||
}
|
||||
@@ -40,6 +37,8 @@ namespace Unity.Netcode
|
||||
|
||||
internal struct ConnectionRequestMessage : INetworkMessage
|
||||
{
|
||||
internal const string InvalidSessionVersionMessage = "The client version is not compatible with the session version.";
|
||||
|
||||
// This version update is unidirectional (client to service) and version
|
||||
// handling occurs on the service side. This serialized data is never sent
|
||||
// to a host or server.
|
||||
@@ -47,7 +46,7 @@ namespace Unity.Netcode
|
||||
public int Version => k_SendClientConfigToService;
|
||||
|
||||
public ulong ConfigHash;
|
||||
public bool CMBServiceConnection;
|
||||
public bool DistributedAuthority;
|
||||
public ClientConfig ClientConfig;
|
||||
|
||||
public byte[] ConnectionData;
|
||||
@@ -72,7 +71,7 @@ namespace Unity.Netcode
|
||||
// END FORBIDDEN SEGMENT
|
||||
// ============================================================
|
||||
|
||||
if (CMBServiceConnection)
|
||||
if (DistributedAuthority)
|
||||
{
|
||||
writer.WriteNetworkSerializable(ClientConfig);
|
||||
}
|
||||
@@ -120,6 +119,11 @@ namespace Unity.Netcode
|
||||
// END FORBIDDEN SEGMENT
|
||||
// ============================================================
|
||||
|
||||
if (networkManager.DAHost)
|
||||
{
|
||||
reader.ReadNetworkSerializable(out ClientConfig);
|
||||
}
|
||||
|
||||
if (networkManager.NetworkConfig.ConnectionApproval)
|
||||
{
|
||||
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize<int>()))
|
||||
@@ -182,6 +186,17 @@ namespace Unity.Netcode
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var senderId = context.SenderId;
|
||||
|
||||
// DAHost mocking the service logic to disconnect clients trying to connect with a lower session version
|
||||
if (networkManager.DAHost)
|
||||
{
|
||||
if (ClientConfig.RemoteClientSessionVersion < networkManager.SessionConfig.SessionVersion)
|
||||
{
|
||||
//Disconnect with reason
|
||||
networkManager.ConnectionManager.DisconnectClient(senderId, InvalidSessionVersionMessage);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (networkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client))
|
||||
{
|
||||
// Set to pending approval to prevent future connection requests from being approved
|
||||
|
||||
@@ -257,7 +257,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
// DA - NGO CMB SERVICE NOTES:
|
||||
// (*** See above notes fist ***)
|
||||
// If it is a player object freshly spawning and one or more clients all connect at the exact same time (i.e. received on effectively
|
||||
// If it is a player object freshly spawning and one or more clients all connect at the exact same time (i.e. received on effectively
|
||||
// the same frame), then we need to check the observers list to make sure all players are visible upon first spawning. At a later date,
|
||||
// for area of interest we will need to have some form of follow up "observer update" message to cull out players not within each
|
||||
// player's AOI.
|
||||
|
||||
@@ -128,7 +128,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
else if (networkManager.DAHost)
|
||||
{
|
||||
// Specific to distributed authority mode, the only sender of state updates will be the owner
|
||||
// Specific to distributed authority mode, the only sender of state updates will be the owner
|
||||
ownerClientId = context.SenderId;
|
||||
}
|
||||
|
||||
|
||||
@@ -70,10 +70,6 @@ namespace Unity.Netcode
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||
reader.ReadValueSafe(out m_BitField);
|
||||
|
||||
Reference in New Issue
Block a user