com.unity.netcode.gameobjects@2.0.0-pre.2
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). ## [2.0.0-pre.2] - 2024-06-17 ### Added - Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957) - Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957) - Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in `NetworkVariable<T>` with the callback `NetworkVariable<T>.CheckExceedsDirtinessThreshold`). (#2957) - Added `NetworkVariableUpdateTraits`, which add additional throttling support: `MinSecondsBetweenUpdates` will prevent the `NetworkVariable` from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while `MaxSecondsBetweenUpdates` will force a dirty `NetworkVariable` to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957) - Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957) - Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957) - Added `NetworkTickSystem.AnticipationTick`, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957) - Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948) - Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948) - Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948) ### Fixed - Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948) - Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948) - Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948) ### Changed - Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957) - Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957) - Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948) - Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948) - Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
This commit is contained in:
@@ -950,7 +950,16 @@ namespace Unity.Netcode
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// during OnNetworkSpawn has been sent and needs to be cleared
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for (int i = 0; i < NetworkVariableFields.Count; i++)
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{
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NetworkVariableFields[i].ResetDirty();
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var networkVariable = NetworkVariableFields[i];
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if (networkVariable.IsDirty())
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{
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if (networkVariable.CanSend())
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{
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networkVariable.UpdateLastSentTime();
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networkVariable.ResetDirty();
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networkVariable.SetDirty(false);
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}
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}
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}
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}
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else
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@@ -958,7 +967,16 @@ namespace Unity.Netcode
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// mark any variables we wrote as no longer dirty
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for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++)
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{
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NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty();
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var networkVariable = NetworkVariableFields[NetworkVariableIndexesToReset[i]];
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if (networkVariable.IsDirty())
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{
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if (networkVariable.CanSend())
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{
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networkVariable.UpdateLastSentTime();
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networkVariable.ResetDirty();
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networkVariable.SetDirty(false);
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}
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}
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}
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}
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@@ -1001,7 +1019,10 @@ namespace Unity.Netcode
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networkVariable = NetworkVariableFields[k];
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if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId))
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{
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shouldSend = true;
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if (networkVariable.CanSend())
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{
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shouldSend = true;
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}
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break;
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}
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}
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@@ -1057,9 +1078,16 @@ namespace Unity.Netcode
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// TODO: There should be a better way by reading one dirty variable vs. 'n'
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for (int i = 0; i < NetworkVariableFields.Count; i++)
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{
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if (NetworkVariableFields[i].IsDirty())
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var networkVariable = NetworkVariableFields[i];
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if (networkVariable.IsDirty())
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{
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return true;
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if (networkVariable.CanSend())
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{
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return true;
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}
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// If it's dirty but can't be sent yet, we have to keep monitoring it until one of the
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// conditions blocking its send changes.
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NetworkManager.BehaviourUpdater.AddForUpdate(NetworkObject);
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}
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}
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@@ -1268,6 +1296,11 @@ namespace Unity.Netcode
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}
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public virtual void OnReanticipate(double lastRoundTripTime)
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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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@@ -11,6 +11,7 @@ namespace Unity.Netcode
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private NetworkManager m_NetworkManager;
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private NetworkConnectionManager m_ConnectionManager;
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private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
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private HashSet<NetworkObject> m_PendingDirtyNetworkObjects = new HashSet<NetworkObject>();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
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@@ -18,7 +19,7 @@ namespace Unity.Netcode
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internal void AddForUpdate(NetworkObject networkObject)
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{
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m_DirtyNetworkObjects.Add(networkObject);
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m_PendingDirtyNetworkObjects.Add(networkObject);
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}
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internal void NetworkBehaviourUpdate()
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@@ -28,6 +29,9 @@ namespace Unity.Netcode
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#endif
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try
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{
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m_DirtyNetworkObjects.UnionWith(m_PendingDirtyNetworkObjects);
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m_PendingDirtyNetworkObjects.Clear();
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// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point
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// trying to process them, even if they were previously marked as dirty.
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m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
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@@ -253,8 +253,10 @@ namespace Unity.Netcode
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DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0);
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AnticipationSystem.SetupForUpdate();
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MessageManager.ProcessIncomingMessageQueue();
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MessageManager.CleanupDisconnectedClients();
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AnticipationSystem.ProcessReanticipation();
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}
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break;
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#if COM_UNITY_MODULES_PHYSICS
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@@ -273,6 +275,7 @@ namespace Unity.Netcode
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case NetworkUpdateStage.PreUpdate:
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{
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NetworkTimeSystem.UpdateTime();
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AnticipationSystem.Update();
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}
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break;
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case NetworkUpdateStage.PreLateUpdate:
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@@ -287,6 +290,12 @@ namespace Unity.Netcode
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}
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}
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break;
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case NetworkUpdateStage.PostScriptLateUpdate:
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{
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AnticipationSystem.Sync();
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AnticipationSystem.SetupForRender();
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}
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break;
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case NetworkUpdateStage.PostLateUpdate:
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{
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// Handle deferred despawning
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@@ -526,6 +535,25 @@ namespace Unity.Netcode
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remove => ConnectionManager.OnTransportFailure -= value;
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}
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public delegate void ReanticipateDelegate(double lastRoundTripTime);
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/// <summary>
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/// This callback is called after all individual OnReanticipate calls on AnticipatedNetworkVariable
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/// and AnticipatedNetworkTransform values have been invoked. The first parameter is a hash set of
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/// all the variables that have been changed on this frame (you can detect a particular variable by
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/// checking if the set contains it), while the second parameter is a set of all anticipated network
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/// transforms that have been changed. Both are passed as their base class type.
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///
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/// The third parameter is the local time corresponding to the current authoritative server state
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/// (i.e., to determine the amount of time that needs to be re-simulated, you will use
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/// NetworkManager.LocalTime.Time - authorityTime).
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/// </summary>
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public event ReanticipateDelegate OnReanticipate
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{
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add => AnticipationSystem.OnReanticipate += value;
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remove => AnticipationSystem.OnReanticipate -= value;
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}
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/// <summary>
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/// The callback to invoke during connection approval. Allows client code to decide whether or not to allow incoming client connection
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/// </summary>
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@@ -770,6 +798,8 @@ namespace Unity.Netcode
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/// </summary>
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public NetworkTickSystem NetworkTickSystem { get; private set; }
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internal AnticipationSystem AnticipationSystem { get; private set; }
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/// <summary>
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/// Used for time mocking in tests
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/// </summary>
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@@ -1078,6 +1108,7 @@ namespace Unity.Netcode
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this.RegisterNetworkUpdate(NetworkUpdateStage.FixedUpdate);
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#endif
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this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PostScriptLateUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
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@@ -1117,6 +1148,7 @@ namespace Unity.Netcode
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// The remaining systems can then be initialized
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NetworkTimeSystem = server ? NetworkTimeSystem.ServerTimeSystem() : new NetworkTimeSystem(1.0 / NetworkConfig.TickRate);
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NetworkTickSystem = NetworkTimeSystem.Initialize(this);
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AnticipationSystem = new AnticipationSystem(this);
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// Create spawn manager instance
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SpawnManager = new NetworkSpawnManager(this);
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@@ -54,6 +54,12 @@ namespace Unity.Netcode
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/// </summary>
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PreLateUpdate = 6,
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/// <summary>
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/// Updated after Monobehaviour.LateUpdate, but BEFORE rendering
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/// </summary>
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// Yes, these numbers are out of order due to backward compatibility requirements.
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// The enum values are listed in the order they will be called.
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PostScriptLateUpdate = 8,
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/// <summary>
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/// Updated after the Monobehaviour.LateUpdate for all components is invoked
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/// </summary>
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PostLateUpdate = 7
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@@ -258,6 +264,18 @@ namespace Unity.Netcode
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}
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}
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internal struct NetworkPostScriptLateUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkPostScriptLateUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostScriptLateUpdate)
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};
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}
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}
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internal struct NetworkPostLateUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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@@ -399,6 +417,7 @@ namespace Unity.Netcode
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else if (currentSystem.type == typeof(PreLateUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkPreLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.Before);
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TryAddLoopSystem(ref currentSystem, NetworkPostScriptLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.After);
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}
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else if (currentSystem.type == typeof(PostLateUpdate))
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{
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@@ -440,6 +459,7 @@ namespace Unity.Netcode
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else if (currentSystem.type == typeof(PreLateUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate));
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostScriptLateUpdate));
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}
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else if (currentSystem.type == typeof(PostLateUpdate))
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{
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