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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@@ -7,31 +7,28 @@ namespace Unity.Netcode
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/// </summary>
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internal struct ClientConfig : INetworkSerializable
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{
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/// <summary>
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/// We start at version 1, where anything less than version 1 on the service side
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/// is not bypass feature compatible.
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/// </summary>
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private const int k_BypassFeatureCompatible = 1;
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public int Version => k_BypassFeatureCompatible;
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public SessionConfig SessionConfig;
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public int SessionVersion => (int)SessionConfig.SessionVersion;
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public uint TickRate;
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public bool EnableSceneManagement;
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// Only gets deserialized but should never be used unless testing
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public int RemoteClientVersion;
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public int RemoteClientSessionVersion;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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// Clients always write
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if (serializer.IsWriter)
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{
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var writer = serializer.GetFastBufferWriter();
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BytePacker.WriteValueBitPacked(writer, Version);
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BytePacker.WriteValueBitPacked(writer, SessionVersion);
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BytePacker.WriteValueBitPacked(writer, TickRate);
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writer.WriteValueSafe(EnableSceneManagement);
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}
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else
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{
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var reader = serializer.GetFastBufferReader();
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ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientVersion);
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ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientSessionVersion);
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ByteUnpacker.ReadValueBitPacked(reader, out TickRate);
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reader.ReadValueSafe(out EnableSceneManagement);
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}
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@@ -40,6 +37,8 @@ namespace Unity.Netcode
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internal struct ConnectionRequestMessage : INetworkMessage
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{
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internal const string InvalidSessionVersionMessage = "The client version is not compatible with the session version.";
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// This version update is unidirectional (client to service) and version
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// handling occurs on the service side. This serialized data is never sent
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// to a host or server.
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@@ -47,7 +46,7 @@ namespace Unity.Netcode
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public int Version => k_SendClientConfigToService;
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public ulong ConfigHash;
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public bool CMBServiceConnection;
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public bool DistributedAuthority;
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public ClientConfig ClientConfig;
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public byte[] ConnectionData;
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@@ -72,7 +71,7 @@ namespace Unity.Netcode
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// END FORBIDDEN SEGMENT
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// ============================================================
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if (CMBServiceConnection)
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if (DistributedAuthority)
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{
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writer.WriteNetworkSerializable(ClientConfig);
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}
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@@ -120,6 +119,11 @@ namespace Unity.Netcode
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// END FORBIDDEN SEGMENT
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// ============================================================
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if (networkManager.DAHost)
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{
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reader.ReadNetworkSerializable(out ClientConfig);
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}
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if (networkManager.NetworkConfig.ConnectionApproval)
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{
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if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize<int>()))
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@@ -182,6 +186,17 @@ namespace Unity.Netcode
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var networkManager = (NetworkManager)context.SystemOwner;
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var senderId = context.SenderId;
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// DAHost mocking the service logic to disconnect clients trying to connect with a lower session version
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if (networkManager.DAHost)
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{
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if (ClientConfig.RemoteClientSessionVersion < networkManager.SessionConfig.SessionVersion)
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{
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//Disconnect with reason
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networkManager.ConnectionManager.DisconnectClient(senderId, InvalidSessionVersionMessage);
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return;
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}
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}
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if (networkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client))
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{
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// Set to pending approval to prevent future connection requests from being approved
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