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:
@@ -50,6 +50,85 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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internal struct TypeReferencedOnlyInCustomSerialization1 : INetworkSerializeByMemcpy
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{
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public int I;
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}
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internal struct TypeReferencedOnlyInCustomSerialization2 : INetworkSerializeByMemcpy
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{
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public int I;
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}
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internal struct TypeReferencedOnlyInCustomSerialization3 : INetworkSerializeByMemcpy
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{
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public int I;
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}
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internal struct TypeReferencedOnlyInCustomSerialization4 : INetworkSerializeByMemcpy
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{
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public int I;
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}
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internal struct TypeReferencedOnlyInCustomSerialization5 : INetworkSerializeByMemcpy
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{
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public int I;
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}
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internal struct TypeReferencedOnlyInCustomSerialization6 : INetworkSerializeByMemcpy
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{
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public int I;
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}
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// Both T and U are serializable
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[GenerateSerializationForGenericParameter(0)]
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[GenerateSerializationForGenericParameter(1)]
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internal class CustomSerializableClass<TSerializableType1, TSerializableType2>
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{
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}
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// Only U is serializable
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[GenerateSerializationForGenericParameter(1)]
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internal class CustomSerializableBaseClass<TUnserializableType, TSerializableType>
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{
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}
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// T is serializable, passes TypeReferencedOnlyInCustomSerialization3 as U to the subclass, making it serializable
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[GenerateSerializationForGenericParameter(0)]
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internal class CustomSerializableSubclass<TSerializableType> : CustomSerializableBaseClass<TSerializableType, TypeReferencedOnlyInCustomSerialization3>
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{
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}
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// T is serializable, passes TypeReferencedOnlyInCustomSerialization3 as U to the subclass, making it serializable
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[GenerateSerializationForGenericParameter(0)]
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internal class CustomSerializableSubclassWithNativeArray<TSerializableType> : CustomSerializableBaseClass<TSerializableType, NativeArray<TypeReferencedOnlyInCustomSerialization3>>
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{
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}
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internal class CustomGenericSerializationTestBehaviour : NetworkBehaviour
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{
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public CustomSerializableClass<TypeReferencedOnlyInCustomSerialization1, TypeReferencedOnlyInCustomSerialization2> Value1;
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public CustomSerializableClass<NativeArray<TypeReferencedOnlyInCustomSerialization1>, NativeArray<TypeReferencedOnlyInCustomSerialization2>> Value2;
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public CustomSerializableSubclass<TypeReferencedOnlyInCustomSerialization4> Value3;
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public CustomSerializableSubclassWithNativeArray<NativeArray<TypeReferencedOnlyInCustomSerialization4>> Value4;
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}
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[GenerateSerializationForType(typeof(TypeReferencedOnlyInCustomSerialization5))]
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[GenerateSerializationForType(typeof(NativeArray<TypeReferencedOnlyInCustomSerialization5>))]
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internal struct SomeRandomStruct
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{
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[GenerateSerializationForType(typeof(TypeReferencedOnlyInCustomSerialization6))]
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[GenerateSerializationForType(typeof(NativeArray<TypeReferencedOnlyInCustomSerialization6>))]
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public void Foo()
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{
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}
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}
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public struct TemplatedValueOnlyReferencedByNetworkVariableSubclass<T> : INetworkSerializeByMemcpy
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where T : unmanaged
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{
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@@ -1329,6 +1408,39 @@ namespace Unity.Netcode.RuntimeTests
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyCallback));
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}
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[Test]
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public void TestCustomGenericSerialization()
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{
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// Just verifies that the ILPP codegen initialized these values for this type.
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Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization1>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization1>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization2>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization2>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization3>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization3>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization4>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization4>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization5>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization5>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization6>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization6>.Serializer.GetType());
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Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization1>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization2>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization3>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization4>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization5>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization6>.AreEqual);
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// Verify no issues with generic values...
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Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization1>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization1>>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization2>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization2>>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization3>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization3>>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization4>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization4>>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization5>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization5>>.Serializer.GetType());
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Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization6>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization6>>.Serializer.GetType());
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Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization1>>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization2>>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization3>>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization4>>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization5>>.AreEqual);
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Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization6>>.AreEqual);
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}
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[Test]
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public void TestUnsupportedManagedTypesThrowExceptions()
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{
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