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)
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@@ -3,11 +3,26 @@ using UnityEngine;
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namespace Unity.Netcode
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{
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public struct NetworkVariableUpdateTraits
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{
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[Tooltip("The minimum amount of time that must pass between sending updates. If this amount of time has not passed since the last update, dirtiness will be ignored.")]
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public float MinSecondsBetweenUpdates;
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[Tooltip("The maximum amount of time that a variable can be dirty without sending an update. If this amount of time has passed since the last update, an update will be sent even if the dirtiness threshold has not been met.")]
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public float MaxSecondsBetweenUpdates;
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}
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/// <summary>
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/// Interface for network value containers
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/// </summary>
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public abstract class NetworkVariableBase : IDisposable
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{
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[SerializeField]
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internal NetworkVariableUpdateTraits UpdateTraits = default;
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[NonSerialized]
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internal double LastUpdateSent;
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/// <summary>
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/// The delivery type (QoS) to send data with
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/// </summary>
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@@ -52,7 +67,42 @@ namespace Unity.Netcode
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m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
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// When in distributed authority mode, there is no such thing as server write permissions
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InternalWritePerm = m_InternalNetworkManager.DistributedAuthorityMode ? NetworkVariableWritePermission.Owner : InternalWritePerm;
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if (m_NetworkBehaviour.NetworkManager.NetworkTimeSystem != null)
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{
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UpdateLastSentTime();
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}
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}
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OnInitialize();
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}
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/// <summary>
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/// Called on initialization
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/// </summary>
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public virtual void OnInitialize()
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{
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}
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/// <summary>
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/// Sets the update traits for this network variable to determine how frequently it will send updates.
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/// </summary>
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/// <param name="traits"></param>
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public void SetUpdateTraits(NetworkVariableUpdateTraits traits)
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{
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UpdateTraits = traits;
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}
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/// <summary>
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/// Check whether or not this variable has changed significantly enough to send an update.
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/// If not, no update will be sent even if the variable is dirty, unless the time since last update exceeds
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/// the <see cref="UpdateTraits"/>' <see cref="NetworkVariableUpdateTraits.MaxSecondsBetweenUpdates"/>.
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/// </summary>
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/// <returns></returns>
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public virtual bool ExceedsDirtinessThreshold()
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{
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return true;
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}
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/// <summary>
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@@ -125,6 +175,25 @@ namespace Unity.Netcode
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}
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}
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internal bool CanSend()
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{
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var timeSinceLastUpdate = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime - LastUpdateSent;
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return
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(
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UpdateTraits.MaxSecondsBetweenUpdates > 0 &&
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timeSinceLastUpdate >= UpdateTraits.MaxSecondsBetweenUpdates
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) ||
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(
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timeSinceLastUpdate >= UpdateTraits.MinSecondsBetweenUpdates &&
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ExceedsDirtinessThreshold()
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);
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}
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internal void UpdateLastSentTime()
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{
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LastUpdateSent = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
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}
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internal static bool IgnoreInitializeWarning;
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protected void MarkNetworkBehaviourDirty()
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@@ -147,6 +216,17 @@ namespace Unity.Netcode
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}
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return;
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}
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if (!m_NetworkBehaviour.NetworkManager.IsListening)
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{
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if (m_NetworkBehaviour.NetworkManager.LogLevel <= LogLevel.Developer)
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{
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Debug.LogWarning($"NetworkVariable is written to after the NetworkManager has already shutdown! " +
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"Are you modifying a NetworkVariable within a NetworkBehaviour.OnDestroy or NetworkBehaviour.OnDespawn method?");
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}
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return;
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}
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m_NetworkBehaviour.NetworkManager.BehaviourUpdater?.AddForUpdate(m_NetworkBehaviour.NetworkObject);
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}
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