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)
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@@ -25,8 +25,6 @@ namespace Unity.Netcode
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private const string k_Name = "NetworkVariableDeltaMessage";
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// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
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// Worth either merging or more cleanly separating these codepaths.
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
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@@ -126,10 +124,6 @@ namespace Unity.Netcode
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}
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else
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{
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// DANGO-TODO:
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// Complex types with custom type serialization (either registered custom types or INetworkSerializable implementations) will be problematic
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// Non-complex types always provide a full state update per delta
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// DANGO-TODO: Add NetworkListEvent<T>.EventType awareness to the cloud-state server
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if (networkManager.DistributedAuthorityMode)
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{
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var size_marker = writer.Position;
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@@ -167,8 +161,6 @@ namespace Unity.Netcode
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return true;
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}
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// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
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// Worth either merging or more cleanly separating these codepaths.
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public void Handle(ref NetworkContext context)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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@@ -29,6 +29,12 @@ namespace Unity.Netcode
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{
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continue;
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}
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// The CMB-Service holds ID 0 and should not be added to the targets
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if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
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{
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continue;
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}
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m_GroupSendTarget.Add(clientId);
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}
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}
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@@ -41,6 +47,12 @@ namespace Unity.Netcode
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continue;
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}
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// The CMB-Service holds ID 0 and should not be added to the targets
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if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
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{
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continue;
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}
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if (clientId == m_NetworkManager.LocalClientId)
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{
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m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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@@ -17,6 +17,11 @@ namespace Unity.Netcode
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internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
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{
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// If there are no targets then don't attempt to send anything.
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if (TargetClientIds.Length == 0 && Ids.Count == 0)
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{
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return;
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}
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var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message };
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#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
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var size =
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