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)
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Runtime/Messaging/IDeferredMessageManager.cs
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35
Runtime/Messaging/IDeferredMessageManager.cs
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namespace Unity.Netcode
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{
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internal interface IDeferredMessageManager
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{
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internal enum TriggerType
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{
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OnSpawn,
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OnAddPrefab,
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}
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/// <summary>
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/// Defers processing of a message until the moment a specific networkObjectId is spawned.
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/// This is to handle situations where an RPC or other object-specific message arrives before the spawn does,
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/// either due to it being requested in OnNetworkSpawn before the spawn call has been executed
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///
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/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
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/// without the requested object ID being spawned, the triggers for it are automatically deleted.
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/// </summary>
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void DeferMessage(TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context);
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/// <summary>
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/// Cleans up any trigger that's existed for more than a second.
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/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
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/// </summary>
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void CleanupStaleTriggers();
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void ProcessTriggers(TriggerType trigger, ulong key);
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/// <summary>
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/// Cleans up any trigger that's existed for more than a second.
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/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
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/// </summary>
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void CleanupAllTriggers();
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}
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}
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