com.unity.netcode.gameobjects@2.0.0-pre.1

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.1] - 2024-06-17

### Added

- 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 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:
Unity Technologies
2024-06-17 00:00:00 +00:00
parent 36d539e265
commit ed38a4dcc2
47 changed files with 2758 additions and 2248 deletions

View File

@@ -36,17 +36,13 @@ namespace Unity.Netcode
#pragma warning restore IDE1006 // restore naming rule violation check
internal static bool IsDistributedAuthority;
/// <summary>
/// Distributed Authority Mode
/// Returns true if the current session is running in distributed authority mode.
/// </summary>
public bool DistributedAuthorityMode
{
get
{
return NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority;
}
}
public bool DistributedAuthorityMode { get; private set; }
/// <summary>
/// Distributed Authority Mode
@@ -131,6 +127,18 @@ namespace Unity.Netcode
public ulong CurrentSessionOwner { get; internal set; }
/// <summary>
/// Delegate declaration for <see cref="OnSessionOwnerPromoted"/>
/// </summary>
/// <param name="sessionOwnerPromoted">the new session owner client identifier</param>
public delegate void OnSessionOwnerPromotedDelegateHandler(ulong sessionOwnerPromoted);
/// <summary>
/// Network Topology: Distributed Authority
/// When a new session owner is promoted, this event is triggered on all connected clients
/// </summary>
public event OnSessionOwnerPromotedDelegateHandler OnSessionOwnerPromoted;
internal void SetSessionOwner(ulong sessionOwner)
{
var previousSessionOwner = CurrentSessionOwner;
@@ -151,10 +159,12 @@ namespace Unity.Netcode
}
}
}
OnSessionOwnerPromoted?.Invoke(sessionOwner);
}
// TODO: Make this internal after testing
public void PromoteSessionOwner(ulong clientId)
internal void PromoteSessionOwner(ulong clientId)
{
if (!DistributedAuthorityMode)
{
@@ -217,12 +227,27 @@ namespace Unity.Netcode
#endif
}
private void UpdateTopology()
{
var transportTopology = IsListening ? NetworkConfig.NetworkTransport.CurrentTopology() : NetworkConfig.NetworkTopology;
if (transportTopology != NetworkConfig.NetworkTopology)
{
NetworkLog.LogErrorServer($"[Topology Mismatch] Transport detected an issue with the topology ({transportTopology} | {NetworkConfig.NetworkTopology}) usage or setting! Disconnecting from session.");
Shutdown();
}
else
{
IsDistributedAuthority = DistributedAuthorityMode = transportTopology == NetworkTopologyTypes.DistributedAuthority;
}
}
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
switch (updateStage)
{
case NetworkUpdateStage.EarlyUpdate:
{
UpdateTopology();
ConnectionManager.ProcessPendingApprovals();
ConnectionManager.PollAndHandleNetworkEvents();
@@ -1012,6 +1037,8 @@ namespace Unity.Netcode
#endif
NetworkTransformUpdate.Clear();
UpdateTopology();
//DANGOEXP TODO: Remove this before finalizing the experimental release
NetworkConfig.AutoSpawnPlayerPrefabClientSide = DistributedAuthorityMode;
@@ -1191,6 +1218,17 @@ namespace Unity.Netcode
{
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// Notify the server that all in-scnee placed NetworkObjects are spawned at this time.
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
{
networkObject.InternalInSceneNetworkObjectsSpawned();
}
// Notify the server that everything should be synchronized/spawned at this time.
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
{
networkObject.InternalNetworkSessionSynchronized();
}
OnServerStarted?.Invoke();
ConnectionManager.LocalClient.IsApproved = true;
return true;
@@ -1337,6 +1375,17 @@ namespace Unity.Netcode
}
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// Notify the host that all in-scnee placed NetworkObjects are spawned at this time.
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
{
networkObject.InternalInSceneNetworkObjectsSpawned();
}
// Notify the host that everything should be synchronized/spawned at this time.
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
{
networkObject.InternalNetworkSessionSynchronized();
}
OnServerStarted?.Invoke();
OnClientStarted?.Invoke();

View File

@@ -430,7 +430,7 @@ namespace Unity.Netcode
/// Determines whether a NetworkObject can be distributed to other clients during
/// a <see cref="NetworkTopologyTypes.DistributedAuthority"/> session.
/// </summary>
#if !MULTIPLAYER_SDK_INSTALLED
#if !MULTIPLAYER_SERVICES_SDK_INSTALLED
[HideInInspector]
#endif
[SerializeField]