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

@@ -107,6 +107,45 @@ namespace Unity.Netcode
/// /// <param name="networkManager">optionally pass in NetworkManager</param>
public abstract void Initialize(NetworkManager networkManager = null);
/// <summary>
/// Invoked by NetworkManager at the beginning of its EarlyUpdate.
/// For order of operations see: <see cref="NetworkManager.NetworkUpdate(NetworkUpdateStage)"/>
/// </summary>
/// Useful to handle processing any transport-layer events such as processing inbound messages or changes in connection state(s).
/// </remarks>
protected virtual void OnEarlyUpdate()
{
}
/// <summary>
/// Invoked by NetworkManager at the beginning of its EarlyUpdate
/// </summary>
internal void EarlyUpdate()
{
OnEarlyUpdate();
}
/// <summary>
/// Invoked by NetworkManager towards the end of the PostLateUpdate.
/// For order of operations see: <see cref="NetworkManager.NetworkUpdate(NetworkUpdateStage)"/>
/// </summary>
/// <remarks>
/// Useful to handle any end of frame transport tasks such as sending queued transport messages.
/// </remarks>
protected virtual void OnPostLateUpdate()
{
}
/// <summary>
/// Invoked by NetworkManager towards the end of the PostLateUpdate
/// </summary>
internal void PostLateUpdate()
{
OnPostLateUpdate();
}
protected virtual NetworkTopologyTypes OnCurrentTopology()
{
return NetworkTopologyTypes.ClientServer;

View File

@@ -405,6 +405,7 @@ namespace Unity.Netcode.Transports.UTP
#if UTP_TRANSPORT_2_0_ABOVE
[Obsolete("DebugSimulator is no longer supported and has no effect. Use Network Simulator from the Multiplayer Tools package.", false)]
[HideInInspector]
#endif
public SimulatorParameters DebugSimulator = new SimulatorParameters
{
@@ -944,17 +945,13 @@ namespace Unity.Netcode.Transports.UTP
return false;
}
private void Update()
/// <summary>
/// Handles accepting new connections and processing transport events.
/// </summary>
protected override void OnEarlyUpdate()
{
if (m_Driver.IsCreated)
{
foreach (var kvp in m_SendQueue)
{
SendBatchedMessages(kvp.Key, kvp.Value);
}
m_Driver.ScheduleUpdate().Complete();
if (m_ProtocolType == ProtocolType.RelayUnityTransport && m_Driver.GetRelayConnectionStatus() == RelayConnectionStatus.AllocationInvalid)
{
Debug.LogError("Transport failure! Relay allocation needs to be recreated, and NetworkManager restarted. " +
@@ -964,15 +961,38 @@ namespace Unity.Netcode.Transports.UTP
return;
}
m_Driver.ScheduleUpdate().Complete();
// Process any new connections
while (AcceptConnection() && m_Driver.IsCreated)
{
;
}
// Process any transport events (i.e. connect, disconnect, data, etc)
while (ProcessEvent() && m_Driver.IsCreated)
{
;
}
}
base.OnEarlyUpdate();
}
/// <summary>
/// Handles sending any queued batched messages.
/// </summary>
protected override void OnPostLateUpdate()
{
if (m_Driver.IsCreated)
{
foreach (var kvp in m_SendQueue)
{
SendBatchedMessages(kvp.Key, kvp.Value);
}
// Schedule a flush send as the last transport action for the
// current frame.
m_Driver.ScheduleFlushSend(default).Complete();
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
if (m_NetworkManager)
@@ -981,6 +1001,7 @@ namespace Unity.Netcode.Transports.UTP
}
#endif
}
base.OnPostLateUpdate();
}
private void OnDestroy()
@@ -1241,6 +1262,30 @@ namespace Unity.Netcode.Transports.UTP
return (ulong)ExtractRtt(ParseClientId(clientId));
}
/// <summary>
/// Provides the <see cref="NetworkEndpoint"/> for the NGO client identifier specified.
/// </summary>
/// <remarks>
/// - This is only really useful for direct connections.
/// - Relay connections and clients connected using a distributed authority network topology will not provide the client's actual endpoint information.
/// - For LAN topologies this should work as long as it is a direct connection and not a relay connection.
/// </remarks>
/// <param name="clientId">NGO client identifier to get endpoint information about.</param>
/// <returns><see cref="NetworkEndpoint"/></returns>
public NetworkEndpoint GetEndpoint(ulong clientId)
{
if (m_Driver.IsCreated && m_NetworkManager != null && m_NetworkManager.IsListening)
{
var transportId = m_NetworkManager.ConnectionManager.ClientIdToTransportId(clientId);
var networkConnection = ParseClientId(transportId);
if (m_Driver.GetConnectionState(networkConnection) == NetworkConnection.State.Connected)
{
return m_Driver.GetRemoteEndpoint(networkConnection);
}
}
return new NetworkEndpoint();
}
/// <summary>
/// Initializes the transport
/// </summary>
@@ -1450,8 +1495,18 @@ namespace Unity.Netcode.Transports.UTP
/// </summary>
public override void Shutdown()
{
if (m_NetworkManager && !m_NetworkManager.ShutdownInProgress)
{
Debug.LogWarning("Directly calling `UnityTransport.Shutdown()` results in unexpected shutdown behaviour. All pending events will be lost. Use `NetworkManager.Shutdown()` instead.");
}
if (m_Driver.IsCreated)
{
while (ProcessEvent() && m_Driver.IsCreated)
{
;
}
// Flush all send queues to the network. NGO can be configured to flush its message
// queue on shutdown. But this only calls the Send() method, which doesn't actually
// get anything to the network.
@@ -1469,6 +1524,7 @@ namespace Unity.Netcode.Transports.UTP
DisposeInternals();
m_ReliableReceiveQueues.Clear();
m_State = State.Disconnected;
// We must reset this to zero because UTP actually re-uses clientIds if there is a clean disconnect
m_ServerClientId = 0;