com.unity.netcode.gameobjects@1.7.0
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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
This commit is contained in:
@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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@@ -11,6 +12,18 @@ namespace Unity.Netcode
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public abstract class NetworkBehaviour : MonoBehaviour
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{
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `public`
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internal delegate void RpcReceiveHandler(NetworkBehaviour behaviour, FastBufferReader reader, __RpcParams parameters);
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// RuntimeAccessModifiersILPP will make this `public`
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internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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// RuntimeAccessModifiersILPP will make this `public`
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internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
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#endif
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// RuntimeAccessModifiersILPP will make this `protected`
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internal enum __RpcExecStage
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{
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@@ -97,7 +110,7 @@ namespace Unity.Netcode
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
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if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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NetworkManager.NetworkMetrics.TrackRpcSent(
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NetworkManager.ServerClientId,
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@@ -228,7 +241,7 @@ namespace Unity.Netcode
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
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if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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if (clientRpcParams.Send.TargetClientIds != null)
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{
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@@ -532,6 +545,23 @@ namespace Unity.Netcode
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OnGainedOwnership();
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}
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/// <summary>
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/// Invoked on all clients, override this method to be notified of any
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/// ownership changes (even if the instance was niether the previous or
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/// newly assigned current owner).
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/// </summary>
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/// <param name="previous">the previous owner</param>
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/// <param name="current">the current owner</param>
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protected virtual void OnOwnershipChanged(ulong previous, ulong current)
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{
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}
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internal void InternalOnOwnershipChanged(ulong previous, ulong current)
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{
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OnOwnershipChanged(previous, current);
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}
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/// <summary>
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/// Gets called when we loose ownership of this object
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/// </summary>
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@@ -565,6 +595,25 @@ namespace Unity.Netcode
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// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's network variables.
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal virtual void __initializeRpcs()
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's RPCs.
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal void __registerRpc(uint hash, RpcReceiveHandler handler, string rpcMethodName)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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__rpc_func_table[GetType()][hash] = handler;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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__rpc_name_table[GetType()][hash] = rpcMethodName;
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#endif
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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// Using this method here because ILPP doesn't seem to let us do visibility modification on properties.
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@@ -583,6 +632,14 @@ namespace Unity.Netcode
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m_VarInit = true;
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if (!__rpc_func_table.ContainsKey(GetType()))
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{
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__rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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__rpc_name_table[GetType()] = new Dictionary<uint, string>();
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#endif
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__initializeRpcs();
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}
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__initializeVariables();
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{
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