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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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

@@ -10,8 +10,10 @@ namespace Unity.Netcode.EditorTests
{
var networkContext = new NetworkContext();
var writer = new FastBufferWriter(20, Allocator.Temp, 20);
var msg = new DisconnectReasonMessage();
msg.Reason = string.Empty;
var msg = new DisconnectReasonMessage
{
Reason = string.Empty
};
msg.Serialize(writer, msg.Version);
var fbr = new FastBufferReader(writer, Allocator.Temp);
@@ -26,8 +28,10 @@ namespace Unity.Netcode.EditorTests
{
var networkContext = new NetworkContext();
var writer = new FastBufferWriter(20, Allocator.Temp, 20);
var msg = new DisconnectReasonMessage();
msg.Reason = "Foo";
var msg = new DisconnectReasonMessage
{
Reason = "Foo"
};
msg.Serialize(writer, msg.Version);
var fbr = new FastBufferReader(writer, Allocator.Temp);
@@ -42,8 +46,10 @@ namespace Unity.Netcode.EditorTests
{
var networkContext = new NetworkContext();
var writer = new FastBufferWriter(20, Allocator.Temp, 20);
var msg = new DisconnectReasonMessage();
msg.Reason = "ThisStringIsWayLongerThanTwentyBytes";
var msg = new DisconnectReasonMessage
{
Reason = "ThisStringIsWayLongerThanTwentyBytes"
};
msg.Serialize(writer, msg.Version);
var fbr = new FastBufferReader(writer, Allocator.Temp);

View File

@@ -222,10 +222,11 @@ namespace Unity.Netcode.EditorTests
{
var listMessages = new List<MessagingSystem.MessageWithHandler>();
var messageWithHandler = new MessagingSystem.MessageWithHandler();
messageWithHandler.MessageType = typeof(zzzLateLexicographicNetworkMessage);
messageWithHandler.GetVersion = MessagingSystem.CreateMessageAndGetVersion<zzzLateLexicographicNetworkMessage>;
var messageWithHandler = new MessagingSystem.MessageWithHandler
{
MessageType = typeof(zzzLateLexicographicNetworkMessage),
GetVersion = MessagingSystem.CreateMessageAndGetVersion<zzzLateLexicographicNetworkMessage>
};
listMessages.Add(messageWithHandler);
messageWithHandler.MessageType = typeof(ConnectionRequestMessage);

View File

@@ -149,7 +149,7 @@ namespace Unity.Netcode.EditorTests
var v1 = new VersionedTestMessage_v1();
v1.Deserialize(reader, ref context, receivedMessageVersion);
A = v1.A;
D = (float)v1.D;
D = v1.D;
E = k_DefaultE;
Upgraded = true;
return true;

View File

@@ -1,9 +1,9 @@
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.Editor;
using Unity.Netcode.Transports.UTP;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
@@ -130,9 +130,11 @@ namespace Unity.Netcode.EditorTests
overridingTargetPrefab.GlobalObjectIdHash = 3;
sourcePrefabToOverride.GlobalObjectIdHash = 4;
networkConfig.OldPrefabList = new List<NetworkPrefab>();
networkConfig.OldPrefabList.Add(new NetworkPrefab { Prefab = regularPrefab.gameObject });
networkConfig.OldPrefabList.Add(new NetworkPrefab { Prefab = overriddenPrefab.gameObject, Override = NetworkPrefabOverride.Prefab, OverridingTargetPrefab = overridingTargetPrefab.gameObject, SourcePrefabToOverride = sourcePrefabToOverride.gameObject, SourceHashToOverride = 123456 });
networkConfig.OldPrefabList = new List<NetworkPrefab>
{
new NetworkPrefab { Prefab = regularPrefab.gameObject },
new NetworkPrefab { Prefab = overriddenPrefab.gameObject, Override = NetworkPrefabOverride.Prefab, OverridingTargetPrefab = overridingTargetPrefab.gameObject, SourcePrefabToOverride = sourcePrefabToOverride.gameObject, SourceHashToOverride = 123456 }
};
networkConfig.InitializePrefabs();
@@ -159,15 +161,20 @@ namespace Unity.Netcode.EditorTests
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig();
networkManager.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig();
networkManager2.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
@@ -205,13 +212,17 @@ namespace Unity.Netcode.EditorTests
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig();
networkManager.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig();
networkManager2.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
@@ -251,13 +262,17 @@ namespace Unity.Netcode.EditorTests
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig();
networkManager.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var networkManagerObject2 = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager2 = networkManagerObject2.AddComponent<NetworkManager>();
networkManager2.NetworkConfig = new NetworkConfig();
networkManager2.NetworkConfig.NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>();
networkManager2.NetworkConfig = new NetworkConfig
{
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();

View File

@@ -1,7 +1,7 @@
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.EditorTests
{

View File

@@ -7,8 +7,6 @@ namespace Unity.Netcode.EditorTests
{
public abstract class BaseFastBufferReaderWriterTest
{
#region Test Types
protected enum ByteEnum : byte
{
A,
@@ -78,7 +76,6 @@ namespace Unity.Netcode.EditorTests
WriteDirect,
WriteSafe
}
#endregion
protected abstract void RunTypeTest<T>(T valueToTest) where T : unmanaged;
@@ -88,7 +85,6 @@ namespace Unity.Netcode.EditorTests
protected abstract void RunTypeArrayTestSafe<T>(T[] valueToTest) where T : unmanaged;
#region Helpers
protected TestStruct GetTestStruct()
{
var random = new Random();
@@ -98,7 +94,7 @@ namespace Unity.Netcode.EditorTests
A = (byte)random.Next(),
B = (short)random.Next(),
C = (ushort)random.Next(),
D = (int)random.Next(),
D = random.Next(),
E = (uint)random.Next(),
F = ((long)random.Next() << 32) + random.Next(),
G = ((ulong)random.Next() << 32) + (ulong)random.Next(),
@@ -111,9 +107,6 @@ namespace Unity.Netcode.EditorTests
return testStruct;
}
#endregion
private void RunTestWithWriteType<T>(T val, WriteType wt, FastBufferWriter.ForPrimitives _ = default) where T : unmanaged
{
switch (wt)
@@ -149,7 +142,7 @@ namespace Unity.Netcode.EditorTests
}
else if (testType == typeof(int))
{
RunTestWithWriteType((int)random.Next(), writeType);
RunTestWithWriteType(random.Next(), writeType);
}
else if (testType == typeof(uint))
{
@@ -354,10 +347,10 @@ namespace Unity.Netcode.EditorTests
else if (testType == typeof(long))
{
RunTypeTestLocal(new[]{
((long)random.Next() << 32) + (long)random.Next(),
((long)random.Next() << 32) + (long)random.Next(),
((long)random.Next() << 32) + (long)random.Next(),
((long)random.Next() << 32) + (long)random.Next()
((long)random.Next() << 32) + random.Next(),
((long)random.Next() << 32) + random.Next(),
((long)random.Next() << 32) + random.Next(),
((long)random.Next() << 32) + random.Next()
}, writeType);
}
else if (testType == typeof(ulong))

View File

@@ -10,8 +10,6 @@ namespace Unity.Netcode.EditorTests
{
public class BytePackerTests
{
#region Test Types
private enum ByteEnum : byte
{
A,
@@ -74,8 +72,6 @@ namespace Unity.Netcode.EditorTests
WriteAsObject
}
#endregion
private unsafe void VerifyBytewiseEquality<T>(T value, T otherValue) where T : unmanaged
{
byte* asBytePointer = (byte*)&value;

View File

@@ -9,7 +9,6 @@ namespace Unity.Netcode.EditorTests
{
public class FastBufferReaderTests : BaseFastBufferReaderWriterTest
{
#region Common Checks
private void WriteCheckBytes(FastBufferWriter writer, int writeSize, string failMessage = "")
{
Assert.IsTrue(writer.TryBeginWrite(2), "Writer denied write permission");
@@ -230,9 +229,7 @@ namespace Unity.Netcode.EditorTests
method.Invoke(reader, args);
value = (T[])args[0];
}
#endregion
#region Generic Checks
protected override unsafe void RunTypeTest<T>(T valueToTest)
{
var writeSize = FastBufferWriter.GetWriteSize(valueToTest);
@@ -343,9 +340,6 @@ namespace Unity.Netcode.EditorTests
}
}
#endregion
#region Tests
[Test]
public void GivenFastBufferWriterContainingValue_WhenReadingUnmanagedType_ValueMatchesWhatWasWritten(
[Values(typeof(byte), typeof(sbyte), typeof(short), typeof(ushort), typeof(int), typeof(uint),
@@ -1220,7 +1214,5 @@ namespace Unity.Netcode.EditorTests
Assert.AreEqual(reader.Handle->AllowedReadMark, 25);
}
}
#endregion
}
}

View File

@@ -9,9 +9,6 @@ namespace Unity.Netcode.EditorTests
{
public class FastBufferWriterTests : BaseFastBufferReaderWriterTest
{
#region Common Checks
private void WriteCheckBytes(FastBufferWriter writer, int writeSize, string failMessage = "")
{
Assert.IsTrue(writer.TryBeginWrite(2), "Writer denied write permission");
@@ -66,10 +63,6 @@ namespace Unity.Netcode.EditorTests
VerifyTypedEquality(valueToTest, writer.GetUnsafePtr());
}
#endregion
#region Generic Checks
private void RunMethod<T>(string methodName, FastBufferWriter writer, in T value) where T : unmanaged
{
MethodInfo method = typeof(FastBufferWriter).GetMethod(methodName, new[] { typeof(T).MakeByRefType() });
@@ -248,11 +241,8 @@ namespace Unity.Netcode.EditorTests
VerifyCheckBytes(underlyingArray, writeSize);
}
}
#endregion
#region Tests
[Test, Description("Tests ")]
[Test, Description("Tests")]
public void WhenWritingUnmanagedType_ValueIsWrittenCorrectly(
[Values(typeof(byte), typeof(sbyte), typeof(short), typeof(ushort), typeof(int), typeof(uint),
typeof(long), typeof(ulong), typeof(bool), typeof(char), typeof(float), typeof(double),
@@ -1317,6 +1307,5 @@ namespace Unity.Netcode.EditorTests
Assert.AreEqual(writer.Handle->AllowedWriteMark, 25);
}
}
#endregion
}
}

View File

@@ -28,7 +28,7 @@ namespace Unity.Netcode.EditorTests
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte((byte)42);
writer.WriteByte(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
@@ -52,9 +52,9 @@ namespace Unity.Netcode.EditorTests
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte((byte)42);
writer.WriteByte(42);
writer.WriteInt(1);
writer.WriteByte((byte)142);
writer.WriteByte(142);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
@@ -132,7 +132,7 @@ namespace Unity.Netcode.EditorTests
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte((byte)42);
writer.WriteByte(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);
@@ -168,7 +168,7 @@ namespace Unity.Netcode.EditorTests
var writer = new DataStreamWriter(data);
writer.WriteInt(1);
writer.WriteByte((byte)42);
writer.WriteByte(42);
var reader = new DataStreamReader(data);
var q = new BatchedReceiveQueue(reader);

View File

@@ -10,7 +10,8 @@
"Unity.Multiplayer.NetStats",
"Unity.Multiplayer.Tools.MetricTypes",
"Unity.Multiplayer.Tools.NetStats",
"Unity.Networking.Transport"
"Unity.Networking.Transport",
"Unity.Mathematics"
],
"optionalUnityReferences": [
"TestAssemblies"