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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
233 lines
8.8 KiB
C#
233 lines
8.8 KiB
C#
using System;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The method of NetworkPrefab override used to identify the source prefab
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/// </summary>
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public enum NetworkPrefabOverride
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{
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/// <summary>
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/// No oeverride is present
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/// </summary>
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None,
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/// <summary>
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/// Override the prefab when the given SourcePrefabToOverride is requested
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/// </summary>
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Prefab,
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/// <summary>
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/// Override the prefab when the given SourceHashToOverride is requested
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/// Used in situations where the server assets do not exist in client builds
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/// </summary>
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Hash
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}
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/// <summary>
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/// Class that represents a NetworkPrefab
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/// </summary>
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[Serializable]
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public class NetworkPrefab
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{
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/// <summary>
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/// The override settings for this NetworkPrefab
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/// </summary>
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public NetworkPrefabOverride Override;
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/// <summary>
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/// Asset reference of the network prefab
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/// </summary>
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public GameObject Prefab;
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/// <summary>
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/// Used when prefab is selected for the source prefab to override value (i.e. direct reference, the prefab is within the same project)
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/// We keep a separate value as the user might want to have something different than the default Prefab for the SourcePrefabToOverride
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/// </summary>
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public GameObject SourcePrefabToOverride;
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/// <summary>
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/// Used when hash is selected for the source prefab to override value (i.e. a direct reference is not possible such as in a multi-project pattern)
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/// </summary>
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public uint SourceHashToOverride;
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/// <summary>
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/// The prefab to replace (override) the source prefab with
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/// </summary>
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public GameObject OverridingTargetPrefab;
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public bool Equals(NetworkPrefab other)
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{
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return Override == other.Override &&
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Prefab == other.Prefab &&
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SourcePrefabToOverride == other.SourcePrefabToOverride &&
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SourceHashToOverride == other.SourceHashToOverride &&
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OverridingTargetPrefab == other.OverridingTargetPrefab;
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}
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public uint SourcePrefabGlobalObjectIdHash
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{
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get
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{
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switch (Override)
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{
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case NetworkPrefabOverride.None:
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{
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if (Prefab != null && Prefab.TryGetComponent(out NetworkObject networkObject))
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{
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return networkObject.GlobalObjectIdHash;
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}
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throw new InvalidOperationException($"Prefab field is not set or is not a {nameof(NetworkObject)}");
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}
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case NetworkPrefabOverride.Prefab:
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{
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if (SourcePrefabToOverride != null && SourcePrefabToOverride.TryGetComponent(out NetworkObject networkObject))
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{
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return networkObject.GlobalObjectIdHash;
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}
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throw new InvalidOperationException($"Source Prefab field is not set or is not a {nameof(NetworkObject)}");
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}
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case NetworkPrefabOverride.Hash:
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return SourceHashToOverride;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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public uint TargetPrefabGlobalObjectIdHash
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{
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get
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{
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switch (Override)
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{
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case NetworkPrefabOverride.None:
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return 0;
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case NetworkPrefabOverride.Prefab:
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case NetworkPrefabOverride.Hash:
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{
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if (OverridingTargetPrefab != null && OverridingTargetPrefab.TryGetComponent(out NetworkObject networkObject))
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{
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return networkObject.GlobalObjectIdHash;
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}
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throw new InvalidOperationException($"Target Prefab field is not set or is not a {nameof(NetworkObject)}");
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}
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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public bool Validate(int index = -1)
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{
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NetworkObject networkObject;
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if (Override == NetworkPrefabOverride.None)
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{
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if (Prefab == null)
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{
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} cannot be null ({nameof(NetworkPrefab)} at index: {index})");
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return false;
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}
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networkObject = Prefab.GetComponent<NetworkObject>();
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if (networkObject == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} is missing a {nameof(NetworkObject)} component (entry will be ignored).");
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}
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return false;
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}
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return true;
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}
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// Validate source prefab override values first
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switch (Override)
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{
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case NetworkPrefabOverride.Hash:
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{
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if (SourceHashToOverride == 0)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourceHashToOverride)} is zero (entry will be ignored).");
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}
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return false;
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}
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break;
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}
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case NetworkPrefabOverride.Prefab:
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{
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if (SourcePrefabToOverride == null)
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{
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// This is a leftover side-effect from NetworkManager's OnValidate. It's a usability
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// adjustment to automatically set the "Prefab" field as the source prefab when a user
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// swaps from the default Inspector to the override one.
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if (Prefab != null)
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{
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SourcePrefabToOverride = Prefab;
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}
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else if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourcePrefabToOverride)} is null (entry will be ignored).");
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return false;
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}
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}
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if (!SourcePrefabToOverride.TryGetComponent(out networkObject))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({SourcePrefabToOverride.name}) is missing a {nameof(NetworkObject)} component (entry will be ignored).");
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}
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return false;
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}
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break;
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}
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}
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// Validate target prefab override values next
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if (OverridingTargetPrefab == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(OverridingTargetPrefab)} is null!");
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}
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switch (Override)
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{
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case NetworkPrefabOverride.Hash:
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{
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Debug.LogWarning($"{nameof(NetworkPrefab)} override entry {SourceHashToOverride} will be removed and ignored.");
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break;
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}
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case NetworkPrefabOverride.Prefab:
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{
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Debug.LogWarning($"{nameof(NetworkPrefab)} override entry ({SourcePrefabToOverride.name}) will be removed and ignored.");
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break;
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}
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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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public override string ToString()
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{
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return $"{{SourceHash: {SourceHashToOverride}, TargetHash: {TargetPrefabGlobalObjectIdHash}}}";
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}
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}
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}
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