com.unity.netcode.gameobjects@1.2.0
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). ## [1.2.0] - 2022-11-21 ### Added - Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290) - Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280) ### Changed - Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310) - When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276) ### Fixed - Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298) - Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296) - Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292) - Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281) - Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277) - Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265) ### Removed - Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
This commit is contained in:
@@ -413,7 +413,7 @@ namespace Unity.Netcode
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/// <inheritdoc />
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public bool Contains(T item)
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{
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int index = NativeArrayExtensions.IndexOf(m_List, item);
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int index = m_List.IndexOf(item);
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return index != -1;
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}
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@@ -426,7 +426,7 @@ namespace Unity.Netcode
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throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
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}
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int index = NativeArrayExtensions.IndexOf(m_List, item);
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int index = m_List.IndexOf(item);
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if (index == -1)
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{
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return false;
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@@ -1,6 +1,8 @@
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using System;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode
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{
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@@ -20,6 +22,96 @@ namespace Unity.Netcode
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public void Read(FastBufferReader reader, ref T value);
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}
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/// <summary>
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/// Packing serializer for shorts
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/// </summary>
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internal class ShortSerializer : INetworkVariableSerializer<short>
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{
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public void Write(FastBufferWriter writer, ref short value)
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{
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BytePacker.WriteValueBitPacked(writer, value);
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}
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public void Read(FastBufferReader reader, ref short value)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out value);
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}
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}
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/// <summary>
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/// Packing serializer for shorts
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/// </summary>
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internal class UshortSerializer : INetworkVariableSerializer<ushort>
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{
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public void Write(FastBufferWriter writer, ref ushort value)
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{
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BytePacker.WriteValueBitPacked(writer, value);
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}
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public void Read(FastBufferReader reader, ref ushort value)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out value);
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}
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}
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/// <summary>
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/// Packing serializer for ints
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/// </summary>
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internal class IntSerializer : INetworkVariableSerializer<int>
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{
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public void Write(FastBufferWriter writer, ref int value)
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{
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BytePacker.WriteValueBitPacked(writer, value);
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}
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public void Read(FastBufferReader reader, ref int value)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out value);
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}
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}
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/// <summary>
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/// Packing serializer for ints
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/// </summary>
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internal class UintSerializer : INetworkVariableSerializer<uint>
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{
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public void Write(FastBufferWriter writer, ref uint value)
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{
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BytePacker.WriteValueBitPacked(writer, value);
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}
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public void Read(FastBufferReader reader, ref uint value)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out value);
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}
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}
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/// <summary>
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/// Packing serializer for longs
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/// </summary>
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internal class LongSerializer : INetworkVariableSerializer<long>
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{
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public void Write(FastBufferWriter writer, ref long value)
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{
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BytePacker.WriteValueBitPacked(writer, value);
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}
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public void Read(FastBufferReader reader, ref long value)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out value);
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}
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}
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/// <summary>
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/// Packing serializer for longs
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/// </summary>
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internal class UlongSerializer : INetworkVariableSerializer<ulong>
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{
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public void Write(FastBufferWriter writer, ref ulong value)
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{
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BytePacker.WriteValueBitPacked(writer, value);
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}
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public void Read(FastBufferReader reader, ref ulong value)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out value);
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}
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}
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/// <summary>
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/// Basic serializer for unmanaged types.
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/// This covers primitives, built-in unity types, and IForceSerializeByMemcpy
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@@ -188,6 +280,26 @@ namespace Unity.Netcode
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/// </summary>
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public static class NetworkVariableSerializationTypes
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{
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
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#if UNITY_EDITOR
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[InitializeOnLoadMethod]
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#endif
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internal static void InitializeIntegerSerialization()
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{
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NetworkVariableSerialization<short>.Serializer = new ShortSerializer();
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NetworkVariableSerialization<short>.AreEqual = NetworkVariableSerialization<short>.ValueEquals;
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NetworkVariableSerialization<ushort>.Serializer = new UshortSerializer();
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NetworkVariableSerialization<ushort>.AreEqual = NetworkVariableSerialization<ushort>.ValueEquals;
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NetworkVariableSerialization<int>.Serializer = new IntSerializer();
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NetworkVariableSerialization<int>.AreEqual = NetworkVariableSerialization<int>.ValueEquals;
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NetworkVariableSerialization<uint>.Serializer = new UintSerializer();
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NetworkVariableSerialization<uint>.AreEqual = NetworkVariableSerialization<uint>.ValueEquals;
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NetworkVariableSerialization<long>.Serializer = new LongSerializer();
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NetworkVariableSerialization<long>.AreEqual = NetworkVariableSerialization<long>.ValueEquals;
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NetworkVariableSerialization<ulong>.Serializer = new UlongSerializer();
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NetworkVariableSerialization<ulong>.AreEqual = NetworkVariableSerialization<ulong>.ValueEquals;
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}
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/// <summary>
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/// Registeres an unmanaged type that will be serialized by a direct memcpy into a buffer
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/// </summary>
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