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:
Unity Technologies
2023-10-11 00:00:00 +00:00
parent b3bd4727ab
commit ffef45b50f
43 changed files with 1783 additions and 322 deletions

View File

@@ -1,9 +1,18 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
#if UNITY_EDITOR
using UnityEditor;
#if UNITY_2021_2_OR_NEWER
using UnityEditor.SceneManagement;
#else
using UnityEditor.Experimental.SceneManagement;
#endif
#endif
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
@@ -37,30 +46,171 @@ namespace Unity.Netcode
}
}
private bool m_IsPrefab;
#if UNITY_EDITOR
private void OnValidate()
private const string k_GlobalIdTemplate = "GlobalObjectId_V1-{0}-{1}-{2}-{3}";
/// <summary>
/// Object Types <see href="https://docs.unity3d.com/ScriptReference/GlobalObjectId.html"/>
/// Parameter 0 of <see cref="k_GlobalIdTemplate"/>
/// </summary>
// 0 = Null (when considered a null object type we can ignore)
// 1 = Imported Asset
// 2 = Scene Object
// 3 = Source Asset.
private const int k_NullObjectType = 0;
private const int k_ImportedAssetObjectType = 1;
private const int k_SceneObjectType = 2;
private const int k_SourceAssetObjectType = 3;
[ContextMenu("Refresh In-Scene Prefab Instances")]
internal void RefreshAllPrefabInstances()
{
GenerateGlobalObjectIdHash();
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
if (!PrefabUtility.IsPartOfAnyPrefab(this) || instanceGlobalId.identifierType != k_ImportedAssetObjectType)
{
EditorUtility.DisplayDialog("Network Prefab Assets Only", "This action can only be performed on a network prefab asset.", "Ok");
return;
}
// Handle updating the currently active scene
var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
foreach (var networkObject in networkObjects)
{
networkObject.OnValidate();
}
NetworkObjectRefreshTool.ProcessActiveScene();
// Refresh all build settings scenes
var activeScene = SceneManager.GetActiveScene();
foreach (var editorScene in EditorBuildSettings.scenes)
{
// skip disabled scenes and the currently active scene
if (!editorScene.enabled || activeScene.path == editorScene.path)
{
continue;
}
// Add the scene to be processed
NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
}
// Process all added scenes
NetworkObjectRefreshTool.ProcessScenes();
}
internal void GenerateGlobalObjectIdHash()
private void OnValidate()
{
// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
if (UnityEditor.EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
{
return;
}
// do NOT regenerate GlobalObjectIdHash if Editor is transitioning into or out of PlayMode
if (!UnityEditor.EditorApplication.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
var globalObjectIdString = UnityEditor.GlobalObjectId.GetGlobalObjectIdSlow(this).ToString();
GlobalObjectIdHash = XXHash.Hash32(globalObjectIdString);
// Get a global object identifier for this network prefab
var globalId = GetGlobalId();
// if the identifier type is 0, then don't update the GlobalObjectIdHash
if (globalId.identifierType == k_NullObjectType)
{
return;
}
var oldValue = GlobalObjectIdHash;
GlobalObjectIdHash = globalId.ToString().Hash32();
// If the GlobalObjectIdHash value changed, then mark the asset dirty
if (GlobalObjectIdHash != oldValue)
{
// Check if this is an in-scnee placed NetworkObject (Special Case for In-Scene Placed)
if (!IsEditingPrefab() && gameObject.scene.name != null && gameObject.scene.name != gameObject.name)
{
// Sanity check to make sure this is a scene placed object
if (globalId.identifierType != k_SceneObjectType)
{
// This should never happen, but in the event it does throw and error
Debug.LogError($"[{gameObject.name}] is detected as an in-scene placed object but its identifier is of type {globalId.identifierType}! **Report this error**");
}
// If this is a prefab instance
if (PrefabUtility.IsPartOfAnyPrefab(this))
{
// We must invoke this in order for the modifications to get saved with the scene (does not mark scene as dirty)
PrefabUtility.RecordPrefabInstancePropertyModifications(this);
}
}
else // Otherwise, this is a standard network prefab asset so we just mark it dirty for the AssetDatabase to update it
{
EditorUtility.SetDirty(this);
}
}
}
private bool IsEditingPrefab()
{
// Check if we are directly editing the prefab
var stage = PrefabStageUtility.GetPrefabStage(gameObject);
// if we are not editing the prefab directly (or a sub-prefab), then return the object identifier
if (stage == null || stage.assetPath == null)
{
return false;
}
return true;
}
private GlobalObjectId GetGlobalId()
{
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
// If not editing a prefab, then just use the generated id
if (!IsEditingPrefab())
{
return instanceGlobalId;
}
// If the asset doesn't exist at the given path, then return the object identifier
var prefabStageAssetPath = PrefabStageUtility.GetPrefabStage(gameObject).assetPath;
// If (for some reason) the asset path is null return the generated id
if (prefabStageAssetPath == null)
{
return instanceGlobalId;
}
var theAsset = AssetDatabase.LoadAssetAtPath<NetworkObject>(prefabStageAssetPath);
// If there is no asset at that path (for some odd/edge case reason), return the generated id
if (theAsset == null)
{
return instanceGlobalId;
}
// If we can't get the asset GUID and/or the file identifier, then return the object identifier
if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(theAsset, out var guid, out long localFileId))
{
return instanceGlobalId;
}
// Note: If we reached this point, then we are most likely opening a prefab to edit.
// The instanceGlobalId will be constructed as if it is a scene object, however when it
// is serialized its value will be treated as a file asset (the "why" to the below code).
// Construct an imported asset identifier with the type being a source asset object type
var prefabGlobalIdText = string.Format(k_GlobalIdTemplate, k_SourceAssetObjectType, guid, (ulong)localFileId, 0);
// If we can't parse the result log an error and return the instanceGlobalId
if (!GlobalObjectId.TryParse(prefabGlobalIdText, out var prefabGlobalId))
{
Debug.LogError($"[GlobalObjectId Gen] Failed to parse ({prefabGlobalIdText}) returning default ({instanceGlobalId})! ** Please Report This Error **");
return instanceGlobalId;
}
// Otherwise, return the constructed identifier for the source prefab asset
return prefabGlobalId;
}
#endif // UNITY_EDITOR
@@ -684,6 +834,21 @@ namespace Unity.Netcode
}
}
internal void InvokeOwnershipChanged(ulong previous, ulong next)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].InternalOnOwnershipChanged(previous, next);
}
else
{
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during ownership assignment!");
}
}
}
internal void InvokeBehaviourOnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
@@ -1190,7 +1355,7 @@ namespace Unity.Netcode
return 0;
}
internal NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index)
public NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index)
{
if (index >= ChildNetworkBehaviours.Count)
{