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)
102 lines
3.5 KiB
C#
102 lines
3.5 KiB
C#
namespace Unity.Netcode
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{
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internal class NotOwnerRpcTarget : BaseRpcTarget
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{
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private IGroupRpcTarget m_GroupSendTarget;
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private ServerRpcTarget m_ServerRpcTarget;
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private NotAuthorityRpcTarget m_NotAuthorityRpcTarget;
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private LocalSendRpcTarget m_LocalSendRpcTarget;
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public override void Dispose()
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{
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m_ServerRpcTarget.Dispose();
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m_LocalSendRpcTarget.Dispose();
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m_NotAuthorityRpcTarget.Dispose();
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if (m_GroupSendTarget != null)
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{
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m_GroupSendTarget.Target.Dispose();
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m_GroupSendTarget = null;
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}
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}
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internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
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{
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// Not owner is the same as not authority in distributed authority mode
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if (m_NetworkManager.DistributedAuthorityMode)
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{
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m_NotAuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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return;
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}
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if (m_GroupSendTarget == null)
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{
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if (behaviour.IsServer)
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{
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m_GroupSendTarget = new RpcTargetGroup(m_NetworkManager);
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}
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else
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{
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m_GroupSendTarget = new ProxyRpcTargetGroup(m_NetworkManager);
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}
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}
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m_GroupSendTarget.Clear();
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if (behaviour.IsServer)
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{
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foreach (var clientId in behaviour.NetworkObject.Observers)
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{
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if (clientId == behaviour.OwnerClientId)
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{
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continue;
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}
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if (clientId == NetworkManager.ServerClientId)
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{
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continue;
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}
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if (clientId == behaviour.NetworkManager.LocalClientId)
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{
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m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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continue;
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}
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m_GroupSendTarget.Add(clientId);
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}
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}
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else
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{
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foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
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{
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if (clientId == behaviour.OwnerClientId)
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{
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continue;
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}
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if (clientId == NetworkManager.ServerClientId)
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{
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continue;
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}
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if (clientId == behaviour.NetworkManager.LocalClientId)
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{
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m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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continue;
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}
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m_GroupSendTarget.Add(clientId);
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}
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}
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m_GroupSendTarget.Target.Send(behaviour, ref message, delivery, rpcParams);
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if (behaviour.OwnerClientId != NetworkManager.ServerClientId)
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{
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m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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}
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}
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internal NotOwnerRpcTarget(NetworkManager manager) : base(manager)
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{
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m_ServerRpcTarget = new ServerRpcTarget(manager);
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m_LocalSendRpcTarget = new LocalSendRpcTarget(manager);
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m_NotAuthorityRpcTarget = new NotAuthorityRpcTarget(manager);
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}
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}
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}
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