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

@@ -33,7 +33,7 @@ namespace Unity.Netcode.RuntimeTests
if (transport)
{
transport.Shutdown();
UnityEngine.Object.DestroyImmediate(transport);
UnityEngine.Object.DestroyImmediate(transport.gameObject);
}
}
@@ -42,6 +42,7 @@ namespace Unity.Netcode.RuntimeTests
transportEvents?.Clear();
}
UnityTransportTestComponent.CleanUp();
yield return null;
}
@@ -59,6 +60,7 @@ namespace Unity.Netcode.RuntimeTests
Assert.False(m_Clients[0].StartClient(), "Client failed to detect invalid endpoint!");
netcodeLogAssert.LogWasReceived(LogType.Error, $"Network listen address ({m_Server.ConnectionData.Address}) is Invalid!");
netcodeLogAssert.LogWasReceived(LogType.Error, $"Target server network address ({m_Clients[0].ConnectionData.Address}) is Invalid!");
UnityTransportTestComponent.CleanUp();
}
// Check connection with a single client.
@@ -161,8 +163,6 @@ namespace Unity.Netcode.RuntimeTests
// Check that all clients got a Disconnect event.
Assert.True(m_ClientsEvents.All(evs => evs.Count == 2));
Assert.True(m_ClientsEvents.All(evs => evs[1].Type == NetworkEvent.Disconnect));
yield return null;
}
// Check client disconnection from a single client.
@@ -188,13 +188,11 @@ namespace Unity.Netcode.RuntimeTests
{
InitializeTransport(out m_Server, out m_ServerEvents);
m_Server.StartServer();
for (int i = 0; i < k_NumClients; i++)
{
InitializeTransport(out m_Clients[i], out m_ClientsEvents[i]);
m_Clients[i].StartClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_ClientsEvents[k_NumClients - 1]);
// Disconnect a single client.
@@ -207,14 +205,11 @@ namespace Unity.Netcode.RuntimeTests
{
m_Clients[i].DisconnectLocalClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents, 5);
// Check that we got the correct number of Disconnect events on the server.
Assert.AreEqual(k_NumClients * 2, m_ServerEvents.Count);
Assert.AreEqual(k_NumClients, m_ServerEvents.Count(e => e.Type == NetworkEvent.Disconnect));
yield return null;
}
// Check that server re-disconnects are no-ops.
@@ -244,8 +239,6 @@ namespace Unity.Netcode.RuntimeTests
// Check we haven't received anything else on the client or server.
Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
yield return null;
}
// Check that client re-disconnects are no-ops.
@@ -275,8 +268,6 @@ namespace Unity.Netcode.RuntimeTests
// Check we haven't received anything else on the client or server.
Assert.AreEqual(m_ServerEvents.Count, previousServerEventsCount);
Assert.AreEqual(m_ClientsEvents[0].Count, previousClientEventsCount);
yield return null;
}
// Check connection with different server/listen addresses.