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

@@ -216,6 +216,21 @@ namespace Unity.Netcode.RuntimeTests
m_ErrorLogLevel2.Append($"[Client-{client.LocalClientId} Prefab Mismatch][Expected GlobalObjectIdHash: {expectedGlobalObjectIdHash} but was {remoteNetworkClient.PlayerObject.GlobalObjectIdHash}]");
success = false;
}
var foundPlayer = false;
foreach (var playerObject in client.SpawnManager.PlayerObjects)
{
if (playerObject.NetworkObjectId == clientToValidate.LocalClient.PlayerObject.NetworkObjectId)
{
foundPlayer = true;
break;
}
}
if (!foundPlayer)
{
m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}] Local {nameof(NetworkSpawnManager.PlayerObjects)} does not contain {clientToValidate.LocalClient.PlayerObject.name}!");
success = false;
}
}
return success;
}
@@ -231,6 +246,12 @@ namespace Unity.Netcode.RuntimeTests
m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}]{m_ErrorLogLevel2}");
success = false;
}
if (m_ServerNetworkManager.LocalClient.PlayerObject == null)
{
m_ErrorLogLevel1.AppendLine($"[Client-{m_ServerNetworkManager.LocalClientId}] Local {nameof(NetworkClient.PlayerObject)} is null!");
success = false;
}
}
foreach (var client in m_ClientNetworkManagers)
@@ -240,6 +261,17 @@ namespace Unity.Netcode.RuntimeTests
m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}]{m_ErrorLogLevel2}");
success = false;
}
if (client.LocalClient.PlayerObject == null)
{
m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}] Local {nameof(NetworkClient.PlayerObject)} is null!");
success = false;
}
else
if (!client.SpawnManager.PlayerObjects.Contains(client.LocalClient.PlayerObject))
{
m_ErrorLogLevel1.AppendLine($"[Client-{client.LocalClientId}] Local {nameof(NetworkSpawnManager.PlayerObjects)} does not contain {client.LocalClient.PlayerObject.name}!");
success = false;
}
}
return success;
@@ -250,12 +282,19 @@ namespace Unity.Netcode.RuntimeTests
return m_PlayerPrefabs[Random.Range(0, m_PlayerPrefabs.Count() - 1)].GetComponent<NetworkObject>();
}
public enum PlayerSpawnTypes
{
Normal,
NetworkObject,
SpawnManager
}
/// <summary>
/// Validates that when a client changes their player object that all connected client instances mirror the
/// client's new player object.
/// </summary>
[UnityTest]
public IEnumerator ValidatePlayerObjects()
public IEnumerator ValidatePlayerObjects([Values] PlayerSpawnTypes playerSpawnType)
{
// Just do a quick validation for all connected client's NetworkClients
yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
@@ -268,14 +307,51 @@ namespace Unity.Netcode.RuntimeTests
if (m_UseHost)
{
playerPrefabToSpawn = GetRandomPlayerPrefab();
playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, m_ServerNetworkManager);
switch (playerSpawnType)
{
case PlayerSpawnTypes.Normal:
{
playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, m_ServerNetworkManager);
break;
}
case PlayerSpawnTypes.NetworkObject:
{
playerInstance = NetworkObject.InstantiateAndSpawn(playerPrefabToSpawn.gameObject, m_ServerNetworkManager, isPlayerObject: true).gameObject;
break;
}
case PlayerSpawnTypes.SpawnManager:
{
playerInstance = m_ServerNetworkManager.SpawnManager.InstantiateAndSpawn(playerPrefabToSpawn, isPlayerObject: true).gameObject;
break;
}
}
m_ChangedPlayerPrefabs.Add(m_ServerNetworkManager.LocalClientId, playerPrefabToSpawn.GlobalObjectIdHash);
}
foreach (var client in m_ClientNetworkManagers)
{
playerPrefabToSpawn = GetRandomPlayerPrefab();
playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, client);
var networkManager = m_DistributedAuthority ? client : m_ServerNetworkManager;
switch (playerSpawnType)
{
case PlayerSpawnTypes.Normal:
{
playerInstance = SpawnPlayerObject(playerPrefabToSpawn.gameObject, client);
break;
}
case PlayerSpawnTypes.NetworkObject:
{
playerInstance = NetworkObject.InstantiateAndSpawn(playerPrefabToSpawn.gameObject, networkManager, client.LocalClientId, isPlayerObject: true).gameObject;
break;
}
case PlayerSpawnTypes.SpawnManager:
{
playerInstance = networkManager.SpawnManager.InstantiateAndSpawn(playerPrefabToSpawn, client.LocalClientId, isPlayerObject: true).gameObject;
break;
}
}
m_ChangedPlayerPrefabs.Add(client.LocalClientId, playerPrefabToSpawn.GlobalObjectIdHash);
}