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

@@ -24,7 +24,6 @@ namespace Unity.Netcode
/// The callback to be invoked when the list gets changed
/// </summary>
public event OnListChangedDelegate OnListChanged;
internal override NetworkVariableType Type => NetworkVariableType.NetworkList;
/// <summary>
/// Constructor method for <see cref="NetworkList"/>
@@ -50,6 +49,11 @@ namespace Unity.Netcode
}
}
~NetworkList()
{
Dispose();
}
/// <inheritdoc />
public override void ResetDirty()
{
@@ -131,20 +135,6 @@ namespace Unity.Netcode
/// <inheritdoc />
public override void WriteField(FastBufferWriter writer)
{
if (m_NetworkManager.DistributedAuthorityMode)
{
writer.WriteValueSafe(NetworkVariableSerialization<T>.Serializer.Type);
if (NetworkVariableSerialization<T>.Serializer.Type == NetworkVariableType.Unmanaged)
{
// Write the size of the unmanaged serialized type as it has a fixed size. This allows the CMB runtime to correctly read the unmanged type.
var placeholder = new T();
var startPos = writer.Position;
NetworkVariableSerialization<T>.Serializer.Write(writer, ref placeholder);
var size = writer.Position - startPos;
writer.Seek(startPos);
BytePacker.WriteValueBitPacked(writer, size);
}
}
writer.WriteValueSafe((ushort)m_List.Length);
for (int i = 0; i < m_List.Length; i++)
{
@@ -156,15 +146,6 @@ namespace Unity.Netcode
public override void ReadField(FastBufferReader reader)
{
m_List.Clear();
if (m_NetworkManager.DistributedAuthorityMode)
{
SerializationTools.ReadType(reader, NetworkVariableSerialization<T>.Serializer);
// Collection item type is used by the DA server, drop value here.
if (NetworkVariableSerialization<T>.Serializer.Type == NetworkVariableType.Unmanaged)
{
ByteUnpacker.ReadValueBitPacked(reader, out int _);
}
}
reader.ReadValueSafe(out ushort count);
for (int i = 0; i < count; i++)
{
@@ -624,8 +605,16 @@ namespace Unity.Netcode
/// </summary>
public override void Dispose()
{
m_List.Dispose();
m_DirtyEvents.Dispose();
if (m_List.IsCreated)
{
m_List.Dispose();
}
if (m_DirtyEvents.IsCreated)
{
m_DirtyEvents.Dispose();
}
base.Dispose();
}
}