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

@@ -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