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