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). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
104 lines
3.6 KiB
C#
104 lines
3.6 KiB
C#
using System;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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public class ObjectNameIdentifier : NetworkBehaviour
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{
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private ulong m_CurrentOwner;
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private ulong m_CurrentNetworkObjectId;
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private bool m_IsRegistered;
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private const char k_TagInfoStart = '{';
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private const char k_TagInfoStop = '}';
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/// <summary>
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/// Keep a reference to the assigned NetworkObject
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/// <see cref="OnDestroy"/>
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/// </summary>
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[NonSerialized]
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private NetworkObject m_NetworkObject;
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private string m_OriginalName;
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public override void OnNetworkSpawn()
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{
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RegisterAndLabelNetworkObject();
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}
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protected void RegisterAndLabelNetworkObject()
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{
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if (!m_IsRegistered)
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{
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if (string.IsNullOrEmpty(m_OriginalName))
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{
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m_OriginalName = gameObject.name.Replace("(Clone)", "");
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}
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// This is required otherwise it will try to continue to update the NetworkBehaviour even if
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// it has been destroyed.
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m_NetworkObject = NetworkObject;
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m_CurrentOwner = OwnerClientId;
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m_CurrentNetworkObjectId = NetworkObjectId;
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var serverOrClient = IsServer ? "Server" : "Client";
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if (NetworkObject.IsPlayerObject)
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{
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gameObject.name = NetworkManager.LocalClientId == OwnerClientId ? $"{m_OriginalName}-{k_TagInfoStart}{OwnerClientId}{k_TagInfoStop}-Local{m_OriginalName}" :
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$"{m_OriginalName}-{k_TagInfoStart}{OwnerClientId}{k_TagInfoStop}- On{serverOrClient}{k_TagInfoStart}{NetworkManager.LocalClientId}{k_TagInfoStop}";
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}
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else
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{
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gameObject.name = $"{m_OriginalName}{k_TagInfoStart}{NetworkObjectId}{k_TagInfoStop}-On{serverOrClient}{k_TagInfoStart}{NetworkManager.LocalClientId}{k_TagInfoStop}";
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}
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// Don't add the player objects to the global list of NetworkObjects
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if (!NetworkObject.IsPlayerObject)
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{
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NetcodeIntegrationTest.RegisterNetworkObject(NetworkObject);
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}
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m_IsRegistered = true;
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}
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}
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protected void DeRegisterNetworkObject()
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{
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if (m_IsRegistered)
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{
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NetcodeIntegrationTest.DeregisterNetworkObject(m_CurrentOwner, m_CurrentNetworkObjectId);
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m_IsRegistered = false;
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}
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}
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public override void OnLostOwnership()
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{
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DeRegisterNetworkObject();
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RegisterAndLabelNetworkObject();
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}
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public override void OnGainedOwnership()
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{
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DeRegisterNetworkObject();
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RegisterAndLabelNetworkObject();
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}
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public override void OnNetworkDespawn()
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{
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DeRegisterNetworkObject();
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}
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public override void OnDestroy()
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{
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if (m_NetworkObject != null)
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{
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DeRegisterNetworkObject();
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// This is required otherwise it will try to continue to update the NetworkBehaviour even if
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// it has been destroyed (most likely integration test specific)
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if (m_NetworkObject.ChildNetworkBehaviours != null && m_NetworkObject.ChildNetworkBehaviours.Contains(this))
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{
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NetworkObject.ChildNetworkBehaviours.Remove(this);
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}
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m_NetworkObject = null;
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}
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base.OnDestroy();
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}
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}
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}
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