com.unity.netcode.gameobjects@2.0.0-pre.4
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.4] - 2024-08-21 ### 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. (#3004) ### Fixed - Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016) - Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012) - 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. (#3009) - 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. (#3008) - Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004) - Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004) - Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000) - Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000) ### Changed - Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021) - Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004) - Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
This commit is contained in:
@@ -806,7 +806,8 @@ namespace Unity.Netcode
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}
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/// <summary>
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/// Gets called when the local client gains ownership of this object.
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/// In client-server contexts, this method is invoked on both the server and the local client of the owner when <see cref="Netcode.NetworkObject"/> ownership is assigned.
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/// <para>In distributed authority contexts, this method is only invoked on the local client that has been assigned ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
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/// </summary>
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public virtual void OnGainedOwnership() { }
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@@ -834,7 +835,9 @@ namespace Unity.Netcode
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}
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/// <summary>
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/// Gets called when ownership of this object is lost.
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/// In client-server contexts, this method is invoked on the local client when it loses ownership of the associated <see cref="Netcode.NetworkObject"/>
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/// and on the server when any client loses ownership.
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/// <para>In distributed authority contexts, this method is only invoked on the local client that has lost ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
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/// </summary>
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public virtual void OnLostOwnership() { }
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@@ -1138,7 +1141,7 @@ namespace Unity.Netcode
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// Distributed Authority: All clients have read permissions, always try to write the value.
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if (NetworkVariableFields[j].CanClientRead(targetClientId))
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{
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// Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
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// Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
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if (ensureLengthSafety || distributedAuthority)
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{
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// Write the type being serialized for distributed authority (only for comb-server)
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@@ -8,7 +8,6 @@ using UnityEditor;
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#endif
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using UnityEngine.SceneManagement;
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using Debug = UnityEngine.Debug;
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using Unity.Netcode.Components;
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namespace Unity.Netcode
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{
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@@ -215,25 +214,25 @@ namespace Unity.Netcode
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}
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}
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internal Dictionary<ulong, NetworkTransform> NetworkTransformUpdate = new Dictionary<ulong, NetworkTransform>();
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internal Dictionary<ulong, NetworkObject> NetworkTransformUpdate = new Dictionary<ulong, NetworkObject>();
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#if COM_UNITY_MODULES_PHYSICS
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internal Dictionary<ulong, NetworkTransform> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkTransform>();
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internal Dictionary<ulong, NetworkObject> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkObject>();
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#endif
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internal void NetworkTransformRegistration(NetworkTransform networkTransform, bool forUpdate = true, bool register = true)
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internal void NetworkTransformRegistration(NetworkObject networkObject, bool onUpdate = true, bool register = true)
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{
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if (forUpdate)
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if (onUpdate)
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{
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if (register)
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{
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if (!NetworkTransformUpdate.ContainsKey(networkTransform.NetworkObjectId))
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if (!NetworkTransformUpdate.ContainsKey(networkObject.NetworkObjectId))
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{
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NetworkTransformUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
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NetworkTransformUpdate.Add(networkObject.NetworkObjectId, networkObject);
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}
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}
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else
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{
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NetworkTransformUpdate.Remove(networkTransform.NetworkObjectId);
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NetworkTransformUpdate.Remove(networkObject.NetworkObjectId);
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}
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}
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#if COM_UNITY_MODULES_PHYSICS
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@@ -241,14 +240,14 @@ namespace Unity.Netcode
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{
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if (register)
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{
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if (!NetworkTransformFixedUpdate.ContainsKey(networkTransform.NetworkObjectId))
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if (!NetworkTransformFixedUpdate.ContainsKey(networkObject.NetworkObjectId))
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{
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NetworkTransformFixedUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
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NetworkTransformFixedUpdate.Add(networkObject.NetworkObjectId, networkObject);
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}
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}
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else
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{
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NetworkTransformFixedUpdate.Remove(networkTransform.NetworkObjectId);
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NetworkTransformFixedUpdate.Remove(networkObject.NetworkObjectId);
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}
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}
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#endif
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@@ -289,11 +288,21 @@ namespace Unity.Netcode
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#if COM_UNITY_MODULES_PHYSICS
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case NetworkUpdateStage.FixedUpdate:
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{
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foreach (var networkTransformEntry in NetworkTransformFixedUpdate)
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foreach (var networkObjectEntry in NetworkTransformFixedUpdate)
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{
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if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
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// if not active or not spawned then skip
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if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
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{
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networkTransformEntry.Value.OnFixedUpdate();
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continue;
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}
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foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
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{
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// only update if enabled
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if (networkTransformEntry.enabled)
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{
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networkTransformEntry.OnFixedUpdate();
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}
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}
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}
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}
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@@ -308,11 +317,21 @@ namespace Unity.Netcode
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case NetworkUpdateStage.PreLateUpdate:
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{
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// Non-physics based non-authority NetworkTransforms update their states after all other components
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foreach (var networkTransformEntry in NetworkTransformUpdate)
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foreach (var networkObjectEntry in NetworkTransformUpdate)
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{
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if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
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// if not active or not spawned then skip
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if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
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{
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networkTransformEntry.Value.OnUpdate();
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continue;
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}
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foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
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{
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// only update if enabled
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if (networkTransformEntry.enabled)
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{
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networkTransformEntry.OnUpdate();
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}
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}
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}
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}
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@@ -2359,7 +2359,7 @@ namespace Unity.Netcode
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{
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m_ChildNetworkBehaviours.Add(networkBehaviours[i]);
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var type = networkBehaviours[i].GetType();
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if (type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
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if (type == typeof(NetworkTransform) || type.IsInstanceOfType(typeof(NetworkTransform)) || type.IsSubclassOf(typeof(NetworkTransform)))
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{
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if (NetworkTransforms == null)
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{
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