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

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@@ -0,0 +1,82 @@
using System;
namespace Unity.Netcode
{
/// <summary>
/// Marks a generic parameter in this class as a type that should be serialized through
/// <see cref="NetworkVariableSerialization{T}"/>. This enables the use of the following methods to support
/// serialization within a Network Variable type:
/// <br/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Read"/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Write"/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.AreEqual"/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Duplicate"/>
/// <br/>
/// <br/>
/// The parameter is indicated by index (and is 0-indexed); for example:
/// <br/>
/// <code>
/// [SerializesGenericParameter(1)]
/// public class MyClass&lt;TTypeOne, TTypeTwo&gt;
/// {
/// }
/// </code>
/// <br/>
/// This tells the code generation for <see cref="NetworkVariableSerialization{T}"/> to generate
/// serialized code for <b>TTypeTwo</b> (generic parameter 1).
/// <br/>
/// <br/>
/// Note that this is primarily intended to support subtypes of <see cref="NetworkVariableBase"/>,
/// and as such, the type resolution is done by examining fields of <see cref="NetworkBehaviour"/>
/// subclasses. If your type is not used in a <see cref="NetworkBehaviour"/>, the codegen will
/// not find the types, even with this attribute.
/// <br/>
/// <br/>
/// This attribute is properly inherited by subclasses. For example:
/// <br/>
/// <code>
/// [SerializesGenericParameter(0)]
/// public class MyClass&lt;T&gt;
/// {
/// }
/// <br/>
/// public class MySubclass1 : MyClass&lt;Foo&gt;
/// {
/// }
/// <br/>
/// public class MySubclass2&lt;T&gt; : MyClass&lt;T&gt;
/// {
/// }
/// <br/>
/// [SerializesGenericParameter(1)]
/// public class MySubclass3&lt;TTypeOne, TTypeTwo&gt; : MyClass&lt;TTypeOne&gt;
/// {
/// }
/// <br/>
/// public class MyBehaviour : NetworkBehaviour
/// {
/// public MySubclass1 TheValue;
/// public MySubclass2&lt;Bar&gt; TheValue;
/// public MySubclass3&lt;Baz, Qux&gt; TheValue;
/// }
/// </code>
/// <br/>
/// The above code will trigger generation of serialization code for <b>Foo</b> (passed directly to the
/// base class), <b>Bar</b> (passed indirectly to the base class), <b>Baz</b> (passed indirectly to the base class),
/// and <b>Qux</b> (marked as serializable in the subclass).
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
public class GenerateSerializationForGenericParameterAttribute : Attribute
{
internal int ParameterIndex;
public GenerateSerializationForGenericParameterAttribute(int parameterIndex)
{
ParameterIndex = parameterIndex;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 18cdaa9c2f6446279b0c5948fcd34eec
timeCreated: 1694029524

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@@ -0,0 +1,26 @@
using System;
namespace Unity.Netcode
{
/// <summary>
/// Specifies a specific type that needs serialization to be generated by codegen.
/// This is only needed in special circumstances where manual serialization is being done.
/// If you are making a generic network variable-style class, use <see cref="GenerateSerializationForGenericParameterAttribute"/>.
/// <br />
/// <br />
/// This attribute can be attached to any class or method anywhere in the codebase and
/// will trigger codegen to generate serialization code for the provided type. It only needs
/// to be included once type per codebase, but including it multiple times for the same type
/// is safe.
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method, AllowMultiple = true)]
public class GenerateSerializationForTypeAttribute : Attribute
{
internal Type Type;
public GenerateSerializationForTypeAttribute(Type type)
{
Type = type;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1bd80306706f4054b9ba514a72076df5
timeCreated: 1694103021

View File

@@ -1,4 +1,7 @@
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.Netcode
{
@@ -13,5 +16,24 @@ namespace Unity.Netcode
{
return __network_message_types;
}
#if UNITY_EDITOR
[InitializeOnLoadMethod]
public static void NotifyOnPlayStateChange()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
public static void OnPlayModeStateChanged(PlayModeStateChange change)
{
if (change == PlayModeStateChange.ExitingPlayMode)
{
// Clear out the network message types, because ILPP-generated RuntimeInitializeOnLoad code will
// run again and add more messages to it.
__network_message_types.Clear();
}
}
#endif
}
}

View File

@@ -60,6 +60,8 @@ namespace Unity.Netcode
}
}
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
}
}

View File

@@ -37,6 +37,9 @@ namespace Unity.Netcode
BytePacker.WriteValueBitPacked(writer, NetworkTick);
uint sceneObjectCount = 0;
// When SpawnedObjectsList is not null then scene management is disabled. Provide a list of
// all observed and spawned NetworkObjects that the approved client needs to synchronize.
if (SpawnedObjectsList != null)
{
var pos = writer.Position;
@@ -45,7 +48,7 @@ namespace Unity.Netcode
// Serialize NetworkVariable data
foreach (var sobj in SpawnedObjectsList)
{
if (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId))
if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
{
sobj.Observers.Add(OwnerClientId);
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId);

View File

@@ -34,7 +34,7 @@ namespace Unity.Netcode
return false;
}
if (!NetworkManager.__rpc_func_table.ContainsKey(metadata.NetworkRpcMethodId))
if (!NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()].ContainsKey(metadata.NetworkRpcMethodId))
{
return false;
}
@@ -42,7 +42,7 @@ namespace Unity.Netcode
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
{
networkManager.NetworkMetrics.TrackRpcReceived(
context.SenderId,
@@ -67,7 +67,7 @@ namespace Unity.Netcode
try
{
NetworkManager.__rpc_func_table[metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()][metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
}
catch (Exception ex)
{
@@ -75,7 +75,7 @@ namespace Unity.Netcode
if (networkManager.LogLevel == LogLevel.Developer)
{
Debug.Log($"RPC Table Contents");
foreach (var entry in NetworkManager.__rpc_func_table)
foreach (var entry in NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()])
{
Debug.Log($"{entry.Key} | {entry.Value.Method.Name}");
}

View File

@@ -99,6 +99,8 @@ namespace Unity.Netcode
public int NonFragmentedMessageMaxSize = DefaultNonFragmentedMessageMaxSize;
public int FragmentedMessageMaxSize = int.MaxValue;
public Dictionary<ulong, int> PeerMTUSizes = new Dictionary<ulong, int>();
internal struct MessageWithHandler
{
public Type MessageType;
@@ -497,6 +499,7 @@ namespace Unity.Netcode
m_SendQueues.Remove(clientId);
m_PerClientMessageVersions.Remove(clientId);
PeerMTUSizes.Remove(clientId);
}
internal void CleanupDisconnectedClients()
@@ -678,6 +681,21 @@ namespace Unity.Netcode
continue;
}
var startSize = NonFragmentedMessageMaxSize;
if (delivery != NetworkDelivery.ReliableFragmentedSequenced)
{
if (PeerMTUSizes.TryGetValue(clientId, out var clientMaxSize))
{
maxSize = clientMaxSize;
}
startSize = maxSize;
if (tmpSerializer.Position >= maxSize)
{
Debug.LogError($"MTU size for {clientId} is too small to contain a message of type {typeof(TMessageType).FullName}");
continue;
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeSendMessage(clientId, ref message, delivery);
@@ -686,7 +704,7 @@ namespace Unity.Netcode
var sendQueueItem = m_SendQueues[clientId];
if (sendQueueItem.Length == 0)
{
sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
sendQueueItem.ElementAt(0).Writer.Seek(sizeof(NetworkBatchHeader));
}
else
@@ -694,7 +712,7 @@ namespace Unity.Netcode
ref var lastQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
if (lastQueueItem.NetworkDelivery != delivery || lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position < tmpSerializer.Length + headerSerializer.Length)
{
sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(NetworkBatchHeader));
}
}