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