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:
@@ -2018,7 +2018,11 @@ namespace Unity.Netcode
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ScenePlacedObjects.Clear();
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}
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#if UNITY_2023_1_OR_NEWER
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var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
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#else
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var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
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#endif
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// Just add every NetworkObject found that isn't already in the list
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// With additive scenes, we can have multiple in-scene placed NetworkObjects with the same GlobalObjectIdHash value
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@@ -269,7 +269,12 @@ namespace Unity.Netcode
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{
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m_DespawnedInSceneObjectsSync.Clear();
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// Find all active and non-active in-scene placed NetworkObjects
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#if UNITY_2023_1_OR_NEWER
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var inSceneNetworkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(UnityEngine.FindObjectsInactive.Include, UnityEngine.FindObjectsSortMode.InstanceID).Where((c) => c.NetworkManager == m_NetworkManager);
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#else
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var inSceneNetworkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>(includeInactive: true).Where((c) => c.NetworkManager == m_NetworkManager);
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#endif
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foreach (var sobj in inSceneNetworkObjects)
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{
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if (sobj.IsSceneObject.HasValue && sobj.IsSceneObject.Value && !sobj.IsSpawned)
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@@ -380,7 +385,7 @@ namespace Unity.Netcode
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writer.WriteValueSafe(SceneEventType);
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// Write the scene loading mode
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writer.WriteValueSafe(LoadSceneMode);
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writer.WriteValueSafe((byte)LoadSceneMode);
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// Write the scene event progress Guid
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if (SceneEventType != SceneEventType.Synchronize)
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@@ -444,13 +449,13 @@ namespace Unity.Netcode
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int totalBytes = 0;
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// Write the number of NetworkObjects we are serializing
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BytePacker.WriteValuePacked(writer, m_NetworkObjectsSync.Count);
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writer.WriteValueSafe(m_NetworkObjectsSync.Count);
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// Serialize all NetworkObjects that are spawned
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for (var i = 0; i < m_NetworkObjectsSync.Count; ++i)
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{
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var noStart = writer.Position;
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var sceneObject = m_NetworkObjectsSync[i].GetMessageSceneObject(TargetClientId);
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BytePacker.WriteValuePacked(writer, m_NetworkObjectsSync[i].GetSceneOriginHandle());
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sceneObject.Serialize(writer);
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var noStop = writer.Position;
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totalBytes += (int)(noStop - noStart);
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@@ -462,8 +467,8 @@ namespace Unity.Netcode
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for (var i = 0; i < m_DespawnedInSceneObjectsSync.Count; ++i)
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{
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var noStart = writer.Position;
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BytePacker.WriteValuePacked(writer, m_DespawnedInSceneObjectsSync[i].GetSceneOriginHandle());
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BytePacker.WriteValuePacked(writer, m_DespawnedInSceneObjectsSync[i].GlobalObjectIdHash);
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writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GetSceneOriginHandle());
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writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GlobalObjectIdHash);
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var noStop = writer.Position;
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totalBytes += (int)(noStop - noStart);
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}
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@@ -497,8 +502,6 @@ namespace Unity.Netcode
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{
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if (keyValuePairBySceneHandle.Value.Observers.Contains(TargetClientId))
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{
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// Write our server relative scene handle for the NetworkObject being serialized
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writer.WriteValueSafe(keyValuePairBySceneHandle.Key);
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// Serialize the NetworkObject
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var sceneObject = keyValuePairBySceneHandle.Value.GetMessageSceneObject(TargetClientId);
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sceneObject.Serialize(writer);
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@@ -512,8 +515,8 @@ namespace Unity.Netcode
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// Write the scene handle and GlobalObjectIdHash value
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for (var i = 0; i < m_DespawnedInSceneObjectsSync.Count; ++i)
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{
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BytePacker.WriteValuePacked(writer, m_DespawnedInSceneObjectsSync[i].GetSceneOriginHandle());
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BytePacker.WriteValuePacked(writer, m_DespawnedInSceneObjectsSync[i].GlobalObjectIdHash);
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writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GetSceneOriginHandle());
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writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GlobalObjectIdHash);
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}
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var tailPosition = writer.Position;
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@@ -533,7 +536,8 @@ namespace Unity.Netcode
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internal void Deserialize(FastBufferReader reader)
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{
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reader.ReadValueSafe(out SceneEventType);
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reader.ReadValueSafe(out LoadSceneMode);
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reader.ReadValueSafe(out byte loadSceneMode);
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LoadSceneMode = (LoadSceneMode)loadSceneMode;
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if (SceneEventType != SceneEventType.Synchronize)
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{
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@@ -624,13 +628,15 @@ namespace Unity.Netcode
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for (ushort i = 0; i < newObjectsCount; i++)
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{
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InternalBuffer.ReadValueSafe(out int sceneHandle);
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// Set our relative scene to the NetworkObject
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m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(sceneHandle);
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// Deserialize the NetworkObject
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var sceneObject = new NetworkObject.SceneObject();
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sceneObject.Deserialize(InternalBuffer);
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if (sceneObject.IsSceneObject)
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{
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// Set our relative scene to the NetworkObject
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m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(sceneObject.NetworkSceneHandle);
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}
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NetworkObject.AddSceneObject(sceneObject, InternalBuffer, m_NetworkManager);
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}
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// Now deserialize the despawned in-scene placed NetworkObjects list (if any)
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@@ -656,7 +662,11 @@ namespace Unity.Netcode
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if (networkObjectsToRemove.Length > 0)
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{
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#if UNITY_2023_1_OR_NEWER
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var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(UnityEngine.FindObjectsSortMode.InstanceID);
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#else
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var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
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#endif
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var networkObjectIdToNetworkObject = new Dictionary<ulong, NetworkObject>();
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foreach (var networkObject in networkObjects)
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{
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@@ -771,8 +781,8 @@ namespace Unity.Netcode
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for (int i = 0; i < despawnedObjectsCount; i++)
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{
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// We just need to get the scene
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ByteUnpacker.ReadValuePacked(InternalBuffer, out int networkSceneHandle);
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ByteUnpacker.ReadValuePacked(InternalBuffer, out uint globalObjectIdHash);
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InternalBuffer.ReadValueSafe(out int networkSceneHandle);
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InternalBuffer.ReadValueSafe(out uint globalObjectIdHash);
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var sceneRelativeNetworkObjects = new Dictionary<uint, NetworkObject>();
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if (!sceneCache.ContainsKey(networkSceneHandle))
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{
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@@ -784,8 +794,14 @@ namespace Unity.Netcode
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var objectRelativeScene = m_NetworkManager.SceneManager.ScenesLoaded[localSceneHandle];
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// Find all active and non-active in-scene placed NetworkObjects
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#if UNITY_2023_1_OR_NEWER
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var inSceneNetworkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(UnityEngine.FindObjectsInactive.Include, UnityEngine.FindObjectsSortMode.InstanceID).Where((c) =>
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c.GetSceneOriginHandle() == localSceneHandle && (c.IsSceneObject != false)).ToList();
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#else
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var inSceneNetworkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>(includeInactive: true).Where((c) =>
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c.GetSceneOriginHandle() == localSceneHandle && (c.IsSceneObject != false)).ToList();
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#endif
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foreach (var inSceneObject in inSceneNetworkObjects)
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{
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@@ -847,24 +863,26 @@ namespace Unity.Netcode
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try
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{
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// Process all spawned NetworkObjects for this network session
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ByteUnpacker.ReadValuePacked(InternalBuffer, out int newObjectsCount);
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InternalBuffer.ReadValueSafe(out int newObjectsCount);
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for (int i = 0; i < newObjectsCount; i++)
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{
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// We want to make sure for each NetworkObject we have the appropriate scene selected as the scene that is
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// currently being synchronized. This assures in-scene placed NetworkObjects will use the right NetworkObject
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// from the list of populated <see cref="NetworkSceneManager.ScenePlacedObjects"/>
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ByteUnpacker.ReadValuePacked(InternalBuffer, out int handle);
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m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(handle);
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var sceneObject = new NetworkObject.SceneObject();
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sceneObject.Deserialize(InternalBuffer);
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var spawnedNetworkObject = NetworkObject.AddSceneObject(sceneObject, InternalBuffer, networkManager);
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if (!m_NetworkObjectsSync.Contains(spawnedNetworkObject))
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// If the sceneObject is in-scene placed, then set the scene being synchronized
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if (sceneObject.IsSceneObject)
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{
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m_NetworkObjectsSync.Add(spawnedNetworkObject);
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m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(sceneObject.NetworkSceneHandle);
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}
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var spawnedNetworkObject = NetworkObject.AddSceneObject(sceneObject, InternalBuffer, networkManager);
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// If we failed to deserialize the NetowrkObject then don't add null to the list
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if (spawnedNetworkObject != null)
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{
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if (!m_NetworkObjectsSync.Contains(spawnedNetworkObject))
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{
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m_NetworkObjectsSync.Add(spawnedNetworkObject);
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}
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}
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}
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@@ -108,19 +108,37 @@ namespace Unity.Netcode
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internal List<ulong> GetClientsWithStatus(bool completedSceneEvent)
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{
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var clients = new List<ulong>();
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foreach (var clientStatus in ClientsProcessingSceneEvent)
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if (completedSceneEvent)
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{
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if (clientStatus.Value == completedSceneEvent)
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// If we are the host, then add the host-client to the list
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// of clients that completed if the AsyncOperation is done.
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if (m_NetworkManager.IsHost && m_AsyncOperation.isDone)
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{
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clients.Add(clientStatus.Key);
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clients.Add(m_NetworkManager.LocalClientId);
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}
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// Add all clients that completed the scene event
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foreach (var clientStatus in ClientsProcessingSceneEvent)
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{
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if (clientStatus.Value == completedSceneEvent)
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{
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clients.Add(clientStatus.Key);
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}
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}
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}
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// If we are getting the list of clients that have not completed the
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// scene event, then add any clients that disconnected during this
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// scene event.
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if (!completedSceneEvent)
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else
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{
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// If we are the host, then add the host-client to the list
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// of clients that did not complete if the AsyncOperation is
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// not done.
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if (m_NetworkManager.IsHost && !m_AsyncOperation.isDone)
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{
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clients.Add(m_NetworkManager.LocalClientId);
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}
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// If we are getting the list of clients that have not completed the
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// scene event, then add any clients that disconnected during this
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// scene event.
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clients.AddRange(ClientsThatDisconnected);
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}
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return clients;
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@@ -138,6 +156,11 @@ namespace Unity.Netcode
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// Track the clients that were connected when we started this event
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foreach (var connectedClientId in networkManager.ConnectedClientsIds)
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{
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// Ignore the host client
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if (NetworkManager.ServerClientId == connectedClientId)
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{
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continue;
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}
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ClientsProcessingSceneEvent.Add(connectedClientId, false);
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}
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@@ -218,7 +241,10 @@ namespace Unity.Netcode
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}
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// Return the local scene event's AsyncOperation status
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return m_AsyncOperation.isDone;
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// Note: Integration tests process scene loading through a queue
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// and the AsyncOperation could not be assigned for several
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// network tick periods. Return false if that is the case.
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return m_AsyncOperation == null ? false : m_AsyncOperation.isDone;
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}
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/// <summary>
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