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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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:
Unity Technologies
2023-04-10 00:00:00 +00:00
parent 8060718e04
commit b5abc3ff7c
138 changed files with 7892 additions and 1852 deletions

View File

@@ -450,6 +450,8 @@ namespace Unity.Netcode.Transports.UTP
internal NetworkManager NetworkManager;
private IRealTimeProvider m_RealTimeProvider;
/// <summary>
/// SendQueue dictionary is used to batch events instead of sending them immediately.
/// </summary>
@@ -763,6 +765,10 @@ namespace Unity.Netcode.Transports.UTP
// Send as many batched messages from the queue as possible.
private void SendBatchedMessages(SendTarget sendTarget, BatchedSendQueue queue)
{
if (!m_Driver.IsCreated)
{
return;
}
new SendBatchedMessagesJob
{
Driver = m_Driver.ToConcurrent(),
@@ -784,7 +790,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Connect,
ParseClientId(connection),
default,
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
return true;
@@ -819,7 +825,7 @@ namespace Unity.Netcode.Transports.UTP
break;
}
InvokeOnTransportEvent(NetcodeNetworkEvent.Data, clientId, message, Time.realtimeSinceStartup);
InvokeOnTransportEvent(NetcodeNetworkEvent.Data, clientId, message, m_RealTimeProvider.RealTimeSinceStartup);
}
}
@@ -835,7 +841,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Connect,
clientId,
default,
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
m_State = State.Connected;
return true;
@@ -863,7 +869,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Disconnect,
clientId,
default,
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
return true;
}
@@ -893,7 +899,7 @@ namespace Unity.Netcode.Transports.UTP
Debug.LogError("Transport failure! Relay allocation needs to be recreated, and NetworkManager restarted. " +
"Use NetworkManager.OnTransportFailure to be notified of such events programmatically.");
InvokeOnTransportEvent(NetcodeNetworkEvent.TransportFailure, 0, default, Time.realtimeSinceStartup);
InvokeOnTransportEvent(NetcodeNetworkEvent.TransportFailure, 0, default, m_RealTimeProvider.RealTimeSinceStartup);
return;
}
@@ -1116,7 +1122,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Disconnect,
m_ServerClientId,
default,
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
}
}
}
@@ -1179,6 +1185,8 @@ namespace Unity.Netcode.Transports.UTP
NetworkManager = networkManager;
m_RealTimeProvider = NetworkManager ? NetworkManager.RealTimeProvider : new RealTimeProvider();
m_NetworkSettings = new NetworkSettings(Allocator.Persistent);
// If the user sends a message of exactly m_MaxPayloadSize in length, we need to
@@ -1203,7 +1211,7 @@ namespace Unity.Netcode.Transports.UTP
/// </summary>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
/// <param name="receiveTime">The time the event was received, as reported by m_RealTimeProvider.RealTimeSinceStartup.</param>
/// <returns>Returns the event type</returns>
public override NetcodeNetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
@@ -1276,7 +1284,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Disconnect,
clientId,
default(ArraySegment<byte>),
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
}
}
else
@@ -1424,6 +1432,10 @@ namespace Unity.Netcode.Transports.UTP
private string m_ClientCaCertificate;
/// <summary>Set the server parameters for encryption.</summary>
/// <remarks>
/// The public certificate and private key are expected to be in the PEM format, including
/// the begin/end markers like <c>-----BEGIN CERTIFICATE-----</c>.
/// </remarks>
/// <param name="serverCertificate">Public certificate for the server (PEM format).</param>
/// <param name="serverPrivateKey">Private key for the server (PEM format).</param>
public void SetServerSecrets(string serverCertificate, string serverPrivateKey)
@@ -1434,9 +1446,15 @@ namespace Unity.Netcode.Transports.UTP
/// <summary>Set the client parameters for encryption.</summary>
/// <remarks>
/// <para>
/// If the CA certificate is not provided, validation will be done against the OS/browser
/// certificate store. This is what you'd want if using certificates from a known provider.
/// For self-signed certificates, the CA certificate needs to be provided.
/// </para>
/// <para>
/// The CA certificate (if provided) is expected to be in the PEM format, including the
/// begin/end markers like <c>-----BEGIN CERTIFICATE-----</c>.
/// </para>
/// </remarks>
/// <param name="serverCommonName">Common name of the server (typically hostname).</param>
/// <param name="caCertificate">CA certificate used to validate the server's authenticity.</param>