com.unity.netcode.gameobjects@2.0.0-pre.3

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).

## [2.0.0-pre.3] - 2024-07-23

### Added
- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)

### Fixed

- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)
- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)
- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)
- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined.(#2962)
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved.  (#2962)
- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception.  (#2962)

### Changed

- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
This commit is contained in:
Unity Technologies
2024-07-23 00:00:00 +00:00
parent c813386c5c
commit a813ba0dd6
42 changed files with 910 additions and 308 deletions

View File

@@ -31,7 +31,7 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if ((ShouldSynchronize || networkManager.CMBServiceConnection) && networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
if (ShouldSynchronize && networkManager.NetworkConfig.EnableSceneManagement && networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
{
networkManager.SceneManager.SynchronizeNetworkObjects(ClientId);
}

View File

@@ -224,10 +224,7 @@ namespace Unity.Netcode
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
// For convenience, notify all NetworkBehaviours that synchronization is complete.
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
{
networkObject.InternalNetworkSessionSynchronized();
}
networkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
}
else
{
@@ -240,16 +237,12 @@ namespace Unity.Netcode
if (!IsRestoredSession)
{
// Synchronize the service with the initial session owner's loaded scenes and spawned objects
networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
// Spawn any in-scene placed NetworkObjects
networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// With scene management enabled and since the session owner doesn't send a Synchronize scene event synchronize itself,
// we need to notify the session owner that all in-scnee placed NetworkObjects are spawned at this time.
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
{
networkObject.InternalInSceneNetworkObjectsSpawned();
}
// Spawn the local player of the session owner
if (networkManager.AutoSpawnPlayerPrefabClientSide)
{
@@ -261,10 +254,7 @@ namespace Unity.Netcode
// With scene management enabled and since the session owner doesn't send a Synchronize scene event synchronize itself,
// we need to notify the session owner that everything should be synchronized/spawned at this time.
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
{
networkObject.InternalNetworkSessionSynchronized();
}
networkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
// When scene management is enabled and since the session owner is synchronizing the service (i.e. acting like host),
// we need to locallyh invoke the OnClientConnected callback at this point in time.

View File

@@ -41,7 +41,7 @@ namespace Unity.Netcode
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
{
networkManager.NetworkMetrics.TrackRpcReceived(

View File

@@ -36,12 +36,12 @@ namespace Unity.Netcode
private protected void SendMessageToClient(NetworkBehaviour behaviour, ulong clientId, ref RpcMessage message, NetworkDelivery delivery)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
var size =
#endif
behaviour.NetworkManager.MessageManager.SendMessage(ref message, delivery, clientId);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
{
behaviour.NetworkManager.NetworkMetrics.TrackRpcSent(

View File

@@ -46,7 +46,7 @@ namespace Unity.Netcode
message.Handle(ref context);
length = tempBuffer.Length;
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
{
networkManager.NetworkMetrics.TrackRpcSent(

View File

@@ -18,12 +18,12 @@ namespace Unity.Netcode
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message };
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
var size =
#endif
behaviour.NetworkManager.MessageManager.SendMessage(ref proxyMessage, delivery, NetworkManager.ServerClientId);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
{
foreach (var clientId in TargetClientIds)