com.unity.netcode.gameobjects@1.0.0-pre.8

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).

## [1.0.0-pre.8] - 2022-04-27

### Changed

- `unmanaged` structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as `NativeList<T>`) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add `INetworkSerializeByMemcpy` to the interface list (i.e., `struct Foo : INetworkSerializeByMemcpy`). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in `ForceNetworkSerializeByMemcpy<T>`. (#1901)

### Removed
- Removed `SIPTransport` (#1870)

- Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs).

### Fixed

- Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
- Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884)
- Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883)
- Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854)
- Passing generic types to RPCs no longer causes a native crash (#1901)
- Fixed an issue where calling `Shutdown` on a `NetworkManager` that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes `Shutdown` idempotent). (#1877)
This commit is contained in:
Unity Technologies
2022-04-27 00:00:00 +00:00
parent 60e2dabef4
commit add668dfd2
119 changed files with 4434 additions and 1801 deletions

View File

@@ -4,13 +4,11 @@ using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Solves for incoming values that are jittered
/// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
/// </summary>
/// <typeparam name="T"></typeparam>
internal abstract class BufferedLinearInterpolator<T> where T : struct
public abstract class BufferedLinearInterpolator<T> where T : struct
{
private struct BufferedItem
{
@@ -24,6 +22,10 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Theres two factors affecting interpolation: buffering (set in NetworkManagers NetworkTimeSystem) and interpolation time, which is the amount of time itll take to reach the target. This is to affect the second one.
/// </summary>
public float MaximumInterpolationTime = 0.1f;
private const double k_SmallValue = 9.999999439624929E-11; // copied from Vector3's equal operator
@@ -69,6 +71,9 @@ namespace Unity.Netcode
private bool InvalidState => m_Buffer.Count == 0 && m_LifetimeConsumedCount == 0;
/// <summary>
/// Resets Interpolator to initial state
/// </summary>
public void Clear()
{
m_Buffer.Clear();
@@ -76,6 +81,9 @@ namespace Unity.Netcode
m_StartTimeConsumed = 0.0d;
}
/// <summary>
/// Teleports current interpolation value to targetValue.
/// </summary>
public void ResetTo(T targetValue, double serverTime)
{
m_LifetimeConsumedCount = 1;
@@ -89,7 +97,6 @@ namespace Unity.Netcode
Update(0, serverTime, serverTime);
}
// todo if I have value 1, 2, 3 and I'm treating 1 to 3, I shouldn't interpolate between 1 and 3, I should interpolate from 1 to 2, then from 2 to 3 to get the best path
private void TryConsumeFromBuffer(double renderTime, double serverTime)
{
@@ -205,14 +212,16 @@ namespace Unity.Netcode
}
var target = InterpolateUnclamped(m_InterpStartValue, m_InterpEndValue, t);
float maxInterpTime = 0.1f;
m_CurrentInterpValue = Interpolate(m_CurrentInterpValue, target, deltaTime / maxInterpTime); // second interpolate to smooth out extrapolation jumps
m_CurrentInterpValue = Interpolate(m_CurrentInterpValue, target, deltaTime / MaximumInterpolationTime); // second interpolate to smooth out extrapolation jumps
}
m_NbItemsReceivedThisFrame = 0;
return m_CurrentInterpValue;
}
/// <summary>
/// Add measurements to be used during interpolation. These will be buffered before being made available to be displayed as "latest value".
/// </summary>
public void AddMeasurement(T newMeasurement, double sentTime)
{
m_NbItemsReceivedThisFrame++;
@@ -239,17 +248,25 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Gets latest value from the interpolator. This is updated every update as time goes by.
/// </summary>
public T GetInterpolatedValue()
{
return m_CurrentInterpValue;
}
/// <summary>
/// Method to override and adapted to the generic type. This assumes interpolation for that value will be clamped.
/// </summary>
protected abstract T Interpolate(T start, T end, float time);
/// <summary>
/// Method to override and adapted to the generic type. This assumes interpolation for that value will not be clamped.
/// </summary>
protected abstract T InterpolateUnclamped(T start, T end, float time);
}
internal class BufferedLinearInterpolatorFloat : BufferedLinearInterpolator<float>
public class BufferedLinearInterpolatorFloat : BufferedLinearInterpolator<float>
{
protected override float InterpolateUnclamped(float start, float end, float time)
{
@@ -262,7 +279,7 @@ namespace Unity.Netcode
}
}
internal class BufferedLinearInterpolatorQuaternion : BufferedLinearInterpolator<Quaternion>
public class BufferedLinearInterpolatorQuaternion : BufferedLinearInterpolator<Quaternion>
{
protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
{