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com.unity.netcode.gameobjects/Editor/NetworkObjectEditor.cs
Unity Technologies 8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00

209 lines
9.6 KiB
C#

using System.Collections.Generic;
#if BYPASS_DEFAULT_ENUM_DRAWER && MULTIPLAYER_SERVICES_SDK_INSTALLED
using System.Linq;
#endif
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor
{
/// <summary>
/// The <see cref="CustomEditor"/> for <see cref="NetworkObject"/>
/// </summary>
[CustomEditor(typeof(NetworkObject), true)]
[CanEditMultipleObjects]
public class NetworkObjectEditor : UnityEditor.Editor
{
private bool m_Initialized;
private NetworkObject m_NetworkObject;
private bool m_ShowObservers;
private static readonly string[] k_HiddenFields = { "m_Script" };
private void Initialize()
{
if (m_Initialized)
{
return;
}
m_Initialized = true;
m_NetworkObject = (NetworkObject)target;
}
/// <inheritdoc/>
public override void OnInspectorGUI()
{
Initialize();
if (EditorApplication.isPlaying && !m_NetworkObject.IsSpawned && m_NetworkObject.NetworkManager != null && m_NetworkObject.NetworkManager.IsServer)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Spawn", "Spawns the object across the network"));
if (GUILayout.Toggle(false, "Spawn", EditorStyles.miniButtonLeft))
{
m_NetworkObject.Spawn();
EditorUtility.SetDirty(target);
}
EditorGUILayout.EndHorizontal();
}
else if (EditorApplication.isPlaying && m_NetworkObject.IsSpawned)
{
var guiEnabled = GUI.enabled;
GUI.enabled = false;
if (m_NetworkObject.NetworkManager.DistributedAuthorityMode)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(NetworkObject.Ownership)));
}
EditorGUILayout.TextField(nameof(NetworkObject.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString());
EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString());
EditorGUILayout.Toggle(nameof(NetworkObject.IsSpawned), m_NetworkObject.IsSpawned);
EditorGUILayout.Toggle(nameof(NetworkObject.IsLocalPlayer), m_NetworkObject.IsLocalPlayer);
EditorGUILayout.Toggle(nameof(NetworkObject.IsOwner), m_NetworkObject.IsOwner);
EditorGUILayout.Toggle(nameof(NetworkObject.IsOwnedByServer), m_NetworkObject.IsOwnedByServer);
EditorGUILayout.Toggle(nameof(NetworkObject.IsPlayerObject), m_NetworkObject.IsPlayerObject);
if (m_NetworkObject.IsSceneObject.HasValue)
{
EditorGUILayout.Toggle(nameof(NetworkObject.IsSceneObject), m_NetworkObject.IsSceneObject.Value);
}
else
{
EditorGUILayout.TextField(nameof(NetworkObject.IsSceneObject), "null");
}
EditorGUILayout.Toggle(nameof(NetworkObject.DestroyWithScene), m_NetworkObject.DestroyWithScene);
EditorGUILayout.TextField(nameof(NetworkObject.NetworkManager), m_NetworkObject.NetworkManager == null ? "null" : m_NetworkObject.NetworkManager.gameObject.name);
GUI.enabled = guiEnabled;
if (m_NetworkObject.NetworkManager != null && m_NetworkObject.NetworkManager.IsServer)
{
m_ShowObservers = EditorGUILayout.Foldout(m_ShowObservers, "Observers");
if (m_ShowObservers)
{
HashSet<ulong>.Enumerator observerClientIds = m_NetworkObject.GetObservers();
EditorGUI.indentLevel += 1;
while (observerClientIds.MoveNext())
{
if (!m_NetworkObject.NetworkManager.ConnectedClients.ContainsKey(observerClientIds.Current))
{
if ((observerClientIds.Current == 0 && m_NetworkObject.NetworkManager.IsHost) || observerClientIds.Current > 0)
{
Debug.LogWarning($"Client-{observerClientIds.Current} is listed as an observer but is not connected!");
}
continue;
}
if (m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject != null)
{
EditorGUILayout.ObjectField($"ClientId: {observerClientIds.Current}", m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject, typeof(GameObject), false);
}
else
{
EditorGUILayout.TextField($"ClientId: {observerClientIds.Current}", EditorStyles.label);
}
}
EditorGUI.indentLevel -= 1;
}
}
}
else
{
EditorGUI.BeginChangeCheck();
serializedObject.UpdateIfRequiredOrScript();
DrawPropertiesExcluding(serializedObject, k_HiddenFields);
if (m_NetworkObject.IsOwnershipSessionOwner)
{
m_NetworkObject.Ownership = NetworkObject.OwnershipStatus.SessionOwner;
}
serializedObject.ApplyModifiedProperties();
EditorGUI.EndChangeCheck();
var guiEnabled = GUI.enabled;
GUI.enabled = false;
EditorGUILayout.TextField(nameof(NetworkObject.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
EditorGUILayout.TextField(nameof(NetworkObject.NetworkManager), m_NetworkObject.NetworkManager == null ? "null" : m_NetworkObject.NetworkManager.gameObject.name);
GUI.enabled = guiEnabled;
}
}
// Saved for use in OnDestroy
private GameObject m_GameObject;
/// <summary>
/// Invoked once when a NetworkObject component is
/// displayed in the inspector view.
/// </summary>
private void OnEnable()
{
// We set the GameObject upon being enabled because when the
// NetworkObject component is removed (i.e. when OnDestroy is invoked)
// it is no longer valid/available.
m_GameObject = (target as NetworkObject).gameObject;
}
/// <summary>
/// Invoked once when a NetworkObject component is
/// no longer displayed in the inspector view.
/// </summary>
private void OnDestroy()
{
// Since this is also invoked when a NetworkObject component is removed
// from a GameObject, we go ahead and check for a NetworkObject when
// this custom editor is destroyed.
NetworkBehaviourEditor.CheckForNetworkObject(m_GameObject, true);
}
}
// Keeping this here just in case, but it appears that in Unity 6 the visual bugs with
// enum flags is resolved
#if BYPASS_DEFAULT_ENUM_DRAWER && MULTIPLAYER_SERVICES_SDK_INSTALLED
[CustomPropertyDrawer(typeof(NetworkObject.OwnershipStatus))]
public class NetworkObjectOwnership : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
label = EditorGUI.BeginProperty(position, label, property);
// Don't allow modification while in play mode
EditorGUI.BeginDisabledGroup(EditorApplication.isPlaying);
// This is a temporary work around due to EditorGUI.EnumFlagsField having a bug in how it displays mask values.
// For now, we will just display the flags as a toggle and handle the masking of the value ourselves.
EditorGUILayout.BeginHorizontal();
var names = System.Enum.GetNames(typeof(NetworkObject.OwnershipStatus)).ToList();
names.RemoveAt(0);
var value = property.enumValueFlag;
var compareValue = 0x01;
GUILayout.Label(label);
foreach (var name in names)
{
var isSet = (value & compareValue) > 0;
isSet = GUILayout.Toggle(isSet, name);
if (isSet)
{
value |= compareValue;
}
else
{
value &= ~compareValue;
}
compareValue = compareValue << 1;
}
property.enumValueFlag = value;
EditorGUILayout.EndHorizontal();
// The below can cause visual anomalies and/or throws an exception within the EditorGUI itself (index out of bounds of the array). and has
// The visual anomaly is when you select one field it is set in the drop down but then the flags selection in the popup menu selects more items
// even though if you exit the popup menu the flag setting is correct.
// var ownership = (NetworkObject.OwnershipStatus)EditorGUI.EnumFlagsField(position, label, (NetworkObject.OwnershipStatus)property.enumValueFlag);
// property.enumValueFlag = (int)ownership;
EditorGUI.EndDisabledGroup();
EditorGUI.EndProperty();
}
}
#endif
}