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Unity Technologies 07f206ff9e com.unity.netcode.gameobjects@1.8.0
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).

## [1.8.0] - 2023-12-12

### Added

- Added a new RPC attribute, which is simply `Rpc`. (#2762)
  - This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: `Server`, `NotServer`, `Owner`, `NotOwner`, `Me`, `NotMe`, `ClientsAndHost`, and `Everyone`. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs.
  - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately.
  - This attribute effectively replaces `ServerRpc` and `ClientRpc`. `ServerRpc` and `ClientRpc` remain in their existing forms for backward compatibility, but `Rpc` will be the recommended and most supported option.
- Added `NetworkManager.OnConnectionEvent` as a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762)
- Added `NetworkManager.ServerIsHost` and `NetworkBehaviour.ServerIsHost` to allow a client to tell if it is connected to a host or to a dedicated server (#2762)
- Added `SceneEventProgress.SceneManagementNotEnabled` return status to be returned when a `NetworkSceneManager` method is invoked and scene management is not enabled. (#2735)
- Added `SceneEventProgress.ServerOnlyAction` return status to be returned when a `NetworkSceneManager` method is invoked by a client. (#2735)
- Added `NetworkObject.InstantiateAndSpawn` and `NetworkSpawnManager.InstantiateAndSpawn` methods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating the `GameObject` and spawning the `NetworkObject` instance. (#2710)

### Fixed

- Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789)
- Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789)
- Fixed issue where a host could disconnect its local client but remain running as a server. (#2789)
- Fixed issue where `OnClientDisconnectedCallback` was not being invoked under certain conditions. (#2789)
- Fixed issue where `OnClientDisconnectedCallback` was always returning 0 as the client identifier. (#2789)
- Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789)
- Fixed issue where setting values on a `NetworkVariable` or `NetworkList` within `OnNetworkDespawn` during a shutdown sequence would throw an exception. (#2789)
- Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777)
- Fixed issue where `NetworkTransform` was using the `NetworkManager.ServerTime.Tick` as opposed to `NetworkManager.NetworkTickSystem.ServerTime.Tick` during the authoritative side's tick update where it performed a delta state check. (#2777)
- Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737)
- Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to `LoadSceneMode.Single`, a `CreateObjectMessage` could be received, processed, and the resultant spawned `NetworkObject` could be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly created `NetworkObject` to be destroyed (and throw and exception). (#2735)
- Fixed issue where a `NetworkTransform` instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713)
- Fixed issue where  you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)

### Changed
- Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789)
- Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789)
- Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777)
- `NetworkManager.ConnectedClientsIds` is now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762)
- Changed `NetworkSceneManager` to return a `SceneEventProgress` status and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access a `NetworkSceneManager` method by a client. (#2735)
- Changed `NetworkTransform` authoritative instance tick registration so a single `NetworkTransform` specific tick event update will update all authoritative instances to improve perofmance. (#2713)
- Changed `NetworkPrefabs.OverrideToNetworkPrefab` dictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710)
- Changed in-scene placed `NetworkObject`s now store their source network prefab asset's `GlobalObjectIdHash` internally that is used, when scene management is disabled, by clients to spawn the correct prefab even if the `NetworkPrefab` entry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710)
- Changed in-scene placed `NetworkObject`s no longer require a `NetworkPrefab` entry with `GlobalObjectIdHash` override in order for clients to properly synchronize. (#2710)
- Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710)
- Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
2023-12-12 00:00:00 +00:00

324 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// A class that represents the runtime aspect of network prefabs.
/// This class contains processed prefabs from the NetworkPrefabsList, as
/// well as additional modifications (additions and removals) made at runtime.
/// </summary>
[Serializable]
public class NetworkPrefabs
{
/// <summary>
/// Edit-time scripted object containing a list of NetworkPrefabs.
/// </summary>
/// <remarks>
/// This field can be null if no prefabs are pre-configured.
/// Runtime usages of <see cref="NetworkPrefabs"/> should not depend on this edit-time field for execution.
/// </remarks>
[SerializeField]
public List<NetworkPrefabsList> NetworkPrefabsLists = new List<NetworkPrefabsList>();
/// <summary>
/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
/// Generated at runtime and OnValidate
/// </summary>
[NonSerialized]
public Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
/// <summary>
/// This is used for the legacy way of spawning NetworkPrefabs with an override when manually instantiating and spawning.
/// To handle multiple source NetworkPrefab overrides that all point to the same target NetworkPrefab use
/// <see cref="NetworkSpawnManager.InstantiateAndSpawn(NetworkObject, ulong, bool, bool, bool, Vector3, Quaternion)"/>
/// or <see cref="NetworkObject.InstantiateAndSpawn(NetworkManager, ulong, bool, bool, bool, Vector3, Quaternion)"/>
/// </summary>
[NonSerialized]
public Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
public IReadOnlyList<NetworkPrefab> Prefabs => m_Prefabs;
[NonSerialized]
private List<NetworkPrefab> m_Prefabs = new List<NetworkPrefab>();
[NonSerialized]
private List<NetworkPrefab> m_RuntimeAddedPrefabs = new List<NetworkPrefab>();
private void AddTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
{
if (AddPrefabRegistration(networkPrefab))
{
// Don't add this to m_RuntimeAddedPrefabs
// This prefab is now in the PrefabList, so if we shutdown and initialize again, we'll pick it up from there.
m_Prefabs.Add(networkPrefab);
}
}
private void RemoveTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
{
m_Prefabs.Remove(networkPrefab);
}
~NetworkPrefabs()
{
Shutdown();
}
/// <summary>
/// Deregister from add and remove events
/// Clear the list
/// </summary>
internal void Shutdown()
{
foreach (var list in NetworkPrefabsLists)
{
list.OnAdd -= AddTriggeredByNetworkPrefabList;
list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
}
}
/// <summary>
/// Processes the <see cref="NetworkPrefabsList"/> if one is present for use during runtime execution,
/// else processes <see cref="Prefabs"/>.
/// </summary>
public void Initialize(bool warnInvalid = true)
{
m_Prefabs.Clear();
foreach (var list in NetworkPrefabsLists)
{
list.OnAdd += AddTriggeredByNetworkPrefabList;
list.OnRemove += RemoveTriggeredByNetworkPrefabList;
}
NetworkPrefabOverrideLinks.Clear();
OverrideToNetworkPrefab.Clear();
var prefabs = new List<NetworkPrefab>();
if (NetworkPrefabsLists.Count != 0)
{
foreach (var list in NetworkPrefabsLists)
{
foreach (var networkPrefab in list.PrefabList)
{
prefabs.Add(networkPrefab);
}
}
}
m_Prefabs = new List<NetworkPrefab>();
List<NetworkPrefab> removeList = null;
if (warnInvalid)
{
removeList = new List<NetworkPrefab>();
}
foreach (var networkPrefab in prefabs)
{
if (AddPrefabRegistration(networkPrefab))
{
m_Prefabs.Add(networkPrefab);
}
else
{
removeList?.Add(networkPrefab);
}
}
foreach (var networkPrefab in m_RuntimeAddedPrefabs)
{
if (AddPrefabRegistration(networkPrefab))
{
m_Prefabs.Add(networkPrefab);
}
else
{
removeList?.Add(networkPrefab);
}
}
// Clear out anything that is invalid or not used
if (removeList?.Count > 0)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
var sb = new StringBuilder("Removing invalid prefabs from Network Prefab registration: ");
sb.Append(string.Join(", ", removeList));
NetworkLog.LogWarning(sb.ToString());
}
}
}
/// <summary>
/// Add a new NetworkPrefab instance to the list
/// </summary>
/// <remarks>
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
///
/// Any modifications made here are not persisted. Permanent configuration changes should be done
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
/// </remarks>
public bool Add(NetworkPrefab networkPrefab)
{
if (AddPrefabRegistration(networkPrefab))
{
m_Prefabs.Add(networkPrefab);
m_RuntimeAddedPrefabs.Add(networkPrefab);
return true;
}
return false;
}
/// <summary>
/// Remove a NetworkPrefab instance from the list
/// </summary>
/// <remarks>
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
///
/// Any modifications made here are not persisted. Permanent configuration changes should be done
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
/// </remarks>
public void Remove(NetworkPrefab prefab)
{
if (prefab == null)
{
throw new ArgumentNullException(nameof(prefab));
}
m_Prefabs.Remove(prefab);
m_RuntimeAddedPrefabs.Remove(prefab);
OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
}
/// <summary>
/// Remove a NetworkPrefab instance with matching <see cref="NetworkPrefab.Prefab"/> from the list
/// </summary>
/// <remarks>
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
///
/// Any modifications made here are not persisted. Permanent configuration changes should be done
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
/// </remarks>
public void Remove(GameObject prefab)
{
if (prefab == null)
{
throw new ArgumentNullException(nameof(prefab));
}
for (int i = 0; i < m_Prefabs.Count; i++)
{
if (m_Prefabs[i].Prefab == prefab)
{
Remove(m_Prefabs[i]);
return;
}
}
for (int i = 0; i < m_RuntimeAddedPrefabs.Count; i++)
{
if (m_RuntimeAddedPrefabs[i].Prefab == prefab)
{
Remove(m_RuntimeAddedPrefabs[i]);
return;
}
}
}
/// <summary>
/// Check if the given GameObject is present as a prefab within the list
/// </summary>
/// <param name="prefab">The prefab to check</param>
/// <returns>Whether or not the prefab exists</returns>
public bool Contains(GameObject prefab)
{
for (int i = 0; i < m_Prefabs.Count; i++)
{
// Check both values as Prefab and be different than SourcePrefabToOverride
if (m_Prefabs[i].Prefab == prefab || m_Prefabs[i].SourcePrefabToOverride == prefab)
{
return true;
}
}
return false;
}
/// <summary>
/// Check if the given NetworkPrefab is present within the list
/// </summary>
/// <param name="prefab">The prefab to check</param>
/// <returns>Whether or not the prefab exists</returns>
public bool Contains(NetworkPrefab prefab)
{
for (int i = 0; i < m_Prefabs.Count; i++)
{
if (m_Prefabs[i].Equals(prefab))
{
return true;
}
}
return false;
}
/// <summary>
/// Configures <see cref="NetworkPrefabOverrideLinks"/> for the given <see cref="NetworkPrefab"/>
/// </summary>
private bool AddPrefabRegistration(NetworkPrefab networkPrefab)
{
if (networkPrefab == null)
{
return false;
}
// Safeguard validation check since this method is called from outside of NetworkConfig and we can't control what's passed in.
if (!networkPrefab.Validate())
{
return false;
}
uint source = networkPrefab.SourcePrefabGlobalObjectIdHash;
uint target = networkPrefab.TargetPrefabGlobalObjectIdHash;
// Make sure the prefab isn't already registered.
if (NetworkPrefabOverrideLinks.ContainsKey(source))
{
var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
// This should never happen, but in the case it somehow does log an error and remove the duplicate entry
Debug.LogError($"{nameof(NetworkPrefab)} ({networkObject.name}) has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} source entry value of: {source}!");
return false;
}
// If we don't have an override configured, registration is simple!
if (networkPrefab.Override == NetworkPrefabOverride.None)
{
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
return true;
}
switch (networkPrefab.Override)
{
case NetworkPrefabOverride.Prefab:
case NetworkPrefabOverride.Hash:
{
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
if (!OverrideToNetworkPrefab.ContainsKey(target))
{
OverrideToNetworkPrefab.Add(target, source);
}
}
break;
}
return true;
}
}
}