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).

## [1.11.0] - 2024-08-20

### Added

- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005)

### Fixed

- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3011)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3005)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3005)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#2999)
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992)

### Changed

- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
This commit is contained in:
Unity Technologies
2024-08-20 00:00:00 +00:00
parent 896943c8bf
commit c2664dfb7f
13 changed files with 3181 additions and 96 deletions

View File

@@ -32,21 +32,47 @@ namespace Unity.Netcode
/// Maintains a link to the associated NetworkBehaviour
/// </summary>
private protected NetworkBehaviour m_NetworkBehaviour;
private NetworkManager m_InternalNetworkManager;
public NetworkBehaviour GetBehaviour()
{
return m_NetworkBehaviour;
}
internal string GetWritePermissionError()
{
return $"|Client-{m_NetworkManager.LocalClientId}|{m_NetworkBehaviour.name}|{Name}| Write permissions ({WritePerm}) for this client instance is not allowed!";
}
internal void LogWritePermissionError()
{
Debug.LogError(GetWritePermissionError());
}
private protected NetworkManager m_NetworkManager
{
get
{
if (m_InternalNetworkManager == null && m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
{
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
}
return m_InternalNetworkManager;
}
}
/// <summary>
/// Initializes the NetworkVariable
/// </summary>
/// <param name="networkBehaviour">The NetworkBehaviour the NetworkVariable belongs to</param>
public void Initialize(NetworkBehaviour networkBehaviour)
{
m_InternalNetworkManager = null;
m_NetworkBehaviour = networkBehaviour;
if (m_NetworkBehaviour.NetworkManager)
if (m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
{
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
if (m_NetworkBehaviour.NetworkManager.NetworkTimeSystem != null)
{
UpdateLastSentTime();
@@ -217,6 +243,11 @@ namespace Unity.Netcode
/// <returns>Whether or not the client has permission to read</returns>
public bool CanClientRead(ulong clientId)
{
if (!m_NetworkBehaviour)
{
return false;
}
switch (ReadPerm)
{
default:
@@ -234,6 +265,11 @@ namespace Unity.Netcode
/// <returns>Whether or not the client has permission to write</returns>
public bool CanClientWrite(ulong clientId)
{
if (!m_NetworkBehaviour)
{
return false;
}
switch (WritePerm)
{
default: