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)
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@@ -15,6 +15,9 @@ namespace Unity.Netcode
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[AddComponentMenu("Netcode/Network Manager", -100)]
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public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
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{
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// TODO: Deprecate...
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// The following internal values are not used, but because ILPP makes them public in the assembly, they cannot
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// be removed thanks to our semver validation.
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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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@@ -491,6 +494,15 @@ namespace Unity.Netcode
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}
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}
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}
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private void ModeChanged(PlayModeStateChange change)
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{
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if (IsListening && change == PlayModeStateChange.ExitingPlayMode)
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{
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// Make sure we are not holding onto anything in case domain reload is disabled
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ShutdownInternal();
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}
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}
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#endif
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/// <summary>
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@@ -539,6 +551,9 @@ namespace Unity.Netcode
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NetworkConfig?.InitializePrefabs();
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UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded;
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#if UNITY_EDITOR
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EditorApplication.playModeStateChanged += ModeChanged;
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#endif
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}
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private void OnEnable()
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@@ -581,7 +596,12 @@ namespace Unity.Netcode
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/// <summary>
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/// Sets the maximum size of a single non-fragmented message (or message batch) passed through the transport.
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/// This should represent the transport's MTU size, minus any transport-level overhead.
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/// This should represent the transport's default MTU size, minus any transport-level overhead.
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/// This value will be used for any remote endpoints that haven't had per-endpoint MTUs set.
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/// This value is also used as the size of the temporary buffer used when serializing
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/// a single message (to avoid serializing multiple times when sending to multiple endpoints),
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/// and thus should be large enough to ensure it can hold each message type.
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/// This value defaults to 1296.
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/// </summary>
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/// <param name="size"></param>
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public int MaximumTransmissionUnitSize
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@@ -590,6 +610,34 @@ namespace Unity.Netcode
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get => MessageManager.NonFragmentedMessageMaxSize;
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}
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/// <summary>
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/// Set the maximum transmission unit for a specific peer.
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/// This determines the maximum size of a message batch that can be sent to that client.
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/// If not set for any given client, <see cref="MaximumTransmissionUnitSize"/> will be used instead.
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/// </summary>
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/// <param name="clientId"></param>
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/// <param name="size"></param>
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public void SetPeerMTU(ulong clientId, int size)
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{
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MessageManager.PeerMTUSizes[clientId] = size;
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}
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/// <summary>
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/// Queries the current MTU size for a client.
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/// If no MTU has been set for that client, will return <see cref="MaximumTransmissionUnitSize"/>
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/// </summary>
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/// <param name="clientId"></param>
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/// <returns></returns>
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public int GetPeerMTU(ulong clientId)
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{
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if (MessageManager.PeerMTUSizes.TryGetValue(clientId, out var ret))
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{
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return ret;
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}
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return MessageManager.NonFragmentedMessageMaxSize;
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}
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/// <summary>
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/// Sets the maximum size of a message (or message batch) passed through the transport with the ReliableFragmented delivery.
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/// Warning: setting this value too low may result in the SDK becoming non-functional with projects that have a large number of NetworkBehaviours or NetworkVariables, as the SDK relies on the transport's ability to fragment some messages when they grow beyond the MTU size.
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