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