com.unity.netcode.gameobjects@1.4.0
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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
This commit is contained in:
@@ -1,9 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using System.Reflection;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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{
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@@ -82,7 +82,7 @@ namespace Unity.Netcode
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = Time.realtimeSinceStartup,
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Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
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SystemOwner = NetworkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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@@ -219,7 +219,7 @@ namespace Unity.Netcode
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = Time.realtimeSinceStartup,
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Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
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SystemOwner = NetworkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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@@ -570,13 +570,10 @@ namespace Unity.Netcode
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if (list == null)
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{
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list = new List<FieldInfo>();
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list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
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}
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else
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{
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list.AddRange(type.GetFields(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
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}
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list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
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if (type.BaseType != null && type.BaseType != typeof(NetworkBehaviour))
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{
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return GetFieldInfoForTypeRecursive(type.BaseType, list);
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@@ -600,13 +597,7 @@ namespace Unity.Netcode
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var fieldType = sortedFields[i].FieldType;
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if (fieldType.IsSubclassOf(typeof(NetworkVariableBase)))
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{
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var instance = (NetworkVariableBase)sortedFields[i].GetValue(this);
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if (instance == null)
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{
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throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
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}
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var instance = (NetworkVariableBase)sortedFields[i].GetValue(this) ?? throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
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instance.Initialize(this);
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var instanceNameProperty = fieldType.GetProperty(nameof(NetworkVariableBase.Name));
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@@ -899,11 +890,23 @@ namespace Unity.Netcode
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/// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer
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/// is in read mode or write mode.
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/// </typeparam>
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/// <param name="targetClientId">the relative client identifier being synchronized</param>
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protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
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{
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}
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/// <summary>
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/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
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/// </summary>
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/// <remarks>
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/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
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/// For writing (server-side), this is useful to know which client will receive the serialized data.
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/// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>.
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/// When synchronization of this instance is complete, this value will be reset to 0
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/// </remarks>
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protected ulong m_TargetIdBeingSynchronized { get; private set; }
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/// <summary>
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/// Internal method that determines if a NetworkBehaviour has additional synchronization data to
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/// be synchronized when first instantiated prior to its associated NetworkObject being spawned.
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@@ -913,8 +916,9 @@ namespace Unity.Netcode
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/// synchronize any remaining NetworkBehaviours.
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/// </remarks>
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/// <returns>true if it wrote synchronization data and false if it did not</returns>
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internal bool Synchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
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internal bool Synchronize<T>(ref BufferSerializer<T> serializer, ulong targetClientId = 0) where T : IReaderWriter
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{
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m_TargetIdBeingSynchronized = targetClientId;
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if (serializer.IsWriter)
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{
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// Get the writer to handle seeking and determining how many bytes were written
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@@ -949,6 +953,8 @@ namespace Unity.Netcode
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}
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var finalPosition = writer.Position;
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// Reset before exiting
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m_TargetIdBeingSynchronized = default;
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// If we wrote nothing then skip writing anything for this NetworkBehaviour
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if (finalPosition == positionBeforeSynchronize || threwException)
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{
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@@ -1002,6 +1008,9 @@ namespace Unity.Netcode
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synchronizationError = true;
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}
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// Reset before exiting
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m_TargetIdBeingSynchronized = default;
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// Skip over the entry if deserialization fails
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if (synchronizationError)
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{
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