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