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:
Unity Technologies
2024-08-21 00:00:00 +00:00
parent a813ba0dd6
commit eab996f3ac
41 changed files with 4052 additions and 838 deletions

View File

@@ -458,7 +458,10 @@ namespace Unity.Netcode
duplicatedValue.Clear();
foreach (var item in value)
{
duplicatedValue.Add(item);
// This handles the nested list scenario List<List<T>>
T subValue = default;
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
duplicatedValue.Add(subValue);
}
}
}
@@ -548,6 +551,9 @@ namespace Unity.Netcode
duplicatedValue.Clear();
foreach (var item in value)
{
// Handles nested HashSets
T subValue = default;
NetworkVariableSerialization<T>.Duplicate(item, ref subValue);
duplicatedValue.Add(item);
}
}
@@ -641,7 +647,12 @@ namespace Unity.Netcode
duplicatedValue.Clear();
foreach (var item in value)
{
duplicatedValue.Add(item.Key, item.Value);
// Handles nested dictionaries
TKey subKey = default;
TVal subValue = default;
NetworkVariableSerialization<TKey>.Duplicate(item.Key, ref subKey);
NetworkVariableSerialization<TVal>.Duplicate(item.Value, ref subValue);
duplicatedValue.Add(subKey, subValue);
}
}
}
@@ -924,7 +935,7 @@ namespace Unity.Netcode
{
var val = value[i];
var prevVal = previousValue[i];
if (!NetworkVariableSerialization<byte>.AreEqual(ref val, ref prevVal))
if (val != prevVal)
{
++numChanges;
changes.Set(i);
@@ -949,19 +960,11 @@ namespace Unity.Netcode
BytePacker.WriteValuePacked(writer, value.Length);
writer.WriteValueSafe(changes);
var ptr = value.GetUnsafePtr();
var prevPtr = previousValue.GetUnsafePtr();
for (var i = 0; i < value.Length; ++i)
{
if (changes.IsSet(i))
{
if (i < previousValue.Length)
{
NetworkVariableSerialization<byte>.WriteDelta(writer, ref ptr[i], ref prevPtr[i]);
}
else
{
NetworkVariableSerialization<byte>.Write(writer, ref ptr[i]);
}
writer.WriteByteSafe(ptr[i]);
}
}
}