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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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:
@@ -298,6 +298,8 @@ namespace Unity.Netcode
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internal IDeferredMessageManager DeferredMessageManager { get; private set; }
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internal IRealTimeProvider RealTimeProvider { get; private set; }
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/// <summary>
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/// Gets the CustomMessagingManager for this NetworkManager
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/// </summary>
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@@ -449,10 +451,28 @@ namespace Unity.Netcode
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public event Action<ulong> OnClientDisconnectCallback = null;
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/// <summary>
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/// The callback to invoke once the server is ready
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/// This callback is invoked when the local server is started and listening for incoming connections.
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/// </summary>
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public event Action OnServerStarted = null;
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/// <summary>
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/// The callback to invoke once the local client is ready
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/// </summary>
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public event Action OnClientStarted = null;
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/// <summary>
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/// This callback is invoked once the local server is stopped.
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/// </summary>
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/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping a host instance and <see cref="false"/> when stopping a server instance.</param>
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public event Action<bool> OnServerStopped = null;
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/// <summary>
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/// The callback to invoke once the local client stops
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/// </summary>
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/// <remarks>The parameter states whether the client was running in host mode</remarks>
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/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping the host client and <see cref="false"/> when stopping a standard client instance.</param>
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public event Action<bool> OnClientStopped = null;
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/// <summary>
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/// The callback to invoke if the <see cref="NetworkTransport"/> fails.
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/// </summary>
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@@ -735,6 +755,8 @@ namespace Unity.Netcode
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DeferredMessageManager = ComponentFactory.Create<IDeferredMessageManager>(this);
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RealTimeProvider = ComponentFactory.Create<IRealTimeProvider>(this);
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CustomMessagingManager = new CustomMessagingManager(this);
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SceneManager = new NetworkSceneManager(this);
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@@ -908,6 +930,7 @@ namespace Unity.Netcode
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IsClient = true;
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IsListening = true;
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OnClientStarted?.Invoke();
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return true;
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}
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@@ -989,13 +1012,14 @@ namespace Unity.Netcode
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SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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OnServerStarted?.Invoke();
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OnClientStarted?.Invoke();
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// This assures that any in-scene placed NetworkObject is spawned and
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// any associated NetworkBehaviours' netcode related properties are
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// set prior to invoking OnClientConnected.
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InvokeOnClientConnectedCallback(LocalClientId);
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OnServerStarted?.Invoke();
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return true;
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}
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@@ -1108,13 +1132,13 @@ namespace Unity.Netcode
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return isParented;
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}
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static internal string GenerateNestedNetworkManagerMessage(Transform transform)
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internal static string GenerateNestedNetworkManagerMessage(Transform transform)
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{
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return $"{transform.name} is nested under {transform.root.name}. NetworkManager cannot be nested.\n";
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}
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#if UNITY_EDITOR
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static internal INetworkManagerHelper NetworkManagerHelper;
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internal static INetworkManagerHelper NetworkManagerHelper;
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/// <summary>
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/// Interface for NetworkManagerHelper
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/// </summary>
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@@ -1195,13 +1219,12 @@ namespace Unity.Netcode
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NetworkLog.LogInfo(nameof(ShutdownInternal));
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}
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if (IsServer)
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bool wasServer = IsServer;
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bool wasClient = IsClient;
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if (wasServer)
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{
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// make sure all messages are flushed before transport disconnect clients
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if (MessagingSystem != null)
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{
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MessagingSystem.ProcessSendQueues();
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}
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MessagingSystem?.ProcessSendQueues();
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var disconnectedIds = new HashSet<ulong>();
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@@ -1237,10 +1260,22 @@ namespace Unity.Netcode
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}
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}
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// Unregister network updates before trying to disconnect the client
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this.UnregisterAllNetworkUpdates();
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if (IsClient && IsListening)
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{
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// Client only, send disconnect to server
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NetworkConfig.NetworkTransport.DisconnectLocalClient();
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// If transport throws and exception, log the exception and
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// continue the shutdown sequence (or forever be shutting down)
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try
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{
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NetworkConfig.NetworkTransport.DisconnectLocalClient();
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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}
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}
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IsConnectedClient = false;
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@@ -1261,8 +1296,6 @@ namespace Unity.Netcode
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IsServer = false;
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IsClient = false;
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this.UnregisterAllNetworkUpdates();
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if (NetworkTickSystem != null)
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{
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NetworkTickSystem.Tick -= OnNetworkManagerTick;
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@@ -1280,10 +1313,7 @@ namespace Unity.Netcode
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NetworkConfig.NetworkTransport.OnTransportEvent -= HandleRawTransportPoll;
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}
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if (DeferredMessageManager != null)
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{
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DeferredMessageManager.CleanupAllTriggers();
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}
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DeferredMessageManager?.CleanupAllTriggers();
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if (SceneManager != null)
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{
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@@ -1318,6 +1348,22 @@ namespace Unity.Netcode
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m_StopProcessingMessages = false;
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ClearClients();
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if (wasClient)
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{
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OnClientStopped?.Invoke(wasServer);
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}
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if (wasServer)
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{
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OnServerStopped?.Invoke(wasClient);
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}
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// This cleans up the internal prefabs list
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NetworkConfig?.Prefabs.Shutdown();
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// Reset the configuration hash for next session in the event
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// that the prefab list changes
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NetworkConfig?.ClearConfigHash();
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}
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/// <inheritdoc />
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@@ -1417,7 +1463,7 @@ namespace Unity.Netcode
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}
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// Only update RTT here, server time is updated by time sync messages
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var reset = NetworkTimeSystem.Advance(Time.unscaledDeltaTime);
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var reset = NetworkTimeSystem.Advance(RealTimeProvider.UnscaledDeltaTime);
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if (reset)
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{
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NetworkTickSystem.Reset(NetworkTimeSystem.LocalTime, NetworkTimeSystem.ServerTime);
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@@ -1426,7 +1472,7 @@ namespace Unity.Netcode
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if (IsServer == false)
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{
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NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + Time.unscaledDeltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
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NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + RealTimeProvider.UnscaledDeltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
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}
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}
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@@ -1435,6 +1481,10 @@ namespace Unity.Netcode
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if (!m_ShuttingDown || !m_StopProcessingMessages)
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{
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// This should be invoked just prior to the MessagingSystem
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// processes its outbound queue.
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SceneManager.CheckForAndSendNetworkObjectSceneChanged();
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MessagingSystem.ProcessSendQueues();
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NetworkMetrics.UpdateNetworkObjectsCount(SpawnManager.SpawnedObjects.Count);
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NetworkMetrics.UpdateConnectionsCount((IsServer) ? ConnectedClients.Count : 1);
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@@ -1486,10 +1536,9 @@ namespace Unity.Netcode
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// we should always force the rebuilding of the NetworkConfig hash value
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ConfigHash = NetworkConfig.GetConfig(false),
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ShouldSendConnectionData = NetworkConfig.ConnectionApproval,
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ConnectionData = NetworkConfig.ConnectionData
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ConnectionData = NetworkConfig.ConnectionData,
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MessageVersions = new NativeArray<MessageVersionData>(MessagingSystem.MessageHandlers.Length, Allocator.Temp)
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};
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message.MessageVersions = new NativeArray<MessageVersionData>(MessagingSystem.MessageHandlers.Length, Allocator.Temp);
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for (int index = 0; index < MessagingSystem.MessageHandlers.Length; index++)
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{
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if (MessagingSystem.MessageTypes[index] != null)
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@@ -1509,7 +1558,7 @@ namespace Unity.Netcode
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private IEnumerator ApprovalTimeout(ulong clientId)
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{
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var timeStarted = IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup;
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var timeStarted = IsServer ? LocalTime.TimeAsFloat : RealTimeProvider.RealTimeSinceStartup;
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var timedOut = false;
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var connectionApproved = false;
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var connectionNotApproved = false;
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@@ -1519,7 +1568,7 @@ namespace Unity.Netcode
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{
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yield return null;
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// Check if we timed out
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timedOut = timeoutMarker < (IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup);
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timedOut = timeoutMarker < (IsServer ? LocalTime.TimeAsFloat : RealTimeProvider.RealTimeSinceStartup);
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if (IsServer)
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{
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@@ -1861,8 +1910,10 @@ namespace Unity.Netcode
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if (!string.IsNullOrEmpty(reason))
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{
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var disconnectReason = new DisconnectReasonMessage();
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disconnectReason.Reason = reason;
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var disconnectReason = new DisconnectReasonMessage
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{
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Reason = reason
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};
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SendMessage(ref disconnectReason, NetworkDelivery.Reliable, clientId);
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}
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MessagingSystem.ProcessSendQueues();
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@@ -2011,15 +2062,19 @@ namespace Unity.Netcode
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if (response.CreatePlayerObject)
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{
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var playerPrefabHash = response.PlayerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
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var prefabNetworkObject = NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
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var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
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// Generate a SceneObject for the player object to spawn
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// Note: This is only to create the local NetworkObject,
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// many of the serialized properties of the player prefab
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// will be set when instantiated.
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var sceneObject = new NetworkObject.SceneObject
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{
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OwnerClientId = ownerClientId,
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IsPlayerObject = true,
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IsSceneObject = false,
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HasTransform = true,
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HasTransform = prefabNetworkObject.SynchronizeTransform,
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Hash = playerPrefabHash,
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TargetClientId = ownerClientId,
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Transform = new NetworkObject.SceneObject.TransformData
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@@ -2105,8 +2160,10 @@ namespace Unity.Netcode
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{
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if (!string.IsNullOrEmpty(response.Reason))
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{
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var disconnectReason = new DisconnectReasonMessage();
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disconnectReason.Reason = response.Reason;
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var disconnectReason = new DisconnectReasonMessage
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{
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Reason = response.Reason
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};
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SendMessage(ref disconnectReason, NetworkDelivery.Reliable, ownerClientId);
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MessagingSystem.ProcessSendQueues();
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