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). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
147 lines
6.5 KiB
C#
147 lines
6.5 KiB
C#
using System.Collections.Generic;
|
|
using Unity.Profiling;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// An helper class that helps NetworkManager update NetworkBehaviours and replicate them down to connected clients.
|
|
/// </summary>
|
|
public class NetworkBehaviourUpdater
|
|
{
|
|
private NetworkManager m_NetworkManager;
|
|
private NetworkConnectionManager m_ConnectionManager;
|
|
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
|
|
private HashSet<NetworkObject> m_PendingDirtyNetworkObjects = new HashSet<NetworkObject>();
|
|
|
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
|
private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
|
|
#endif
|
|
|
|
internal void AddForUpdate(NetworkObject networkObject)
|
|
{
|
|
// Since this is a HashSet, we don't need to worry about duplicate entries
|
|
m_PendingDirtyNetworkObjects.Add(networkObject);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends NetworkVariable deltas
|
|
/// </summary>
|
|
/// <param name="forceSend">internal only, when changing ownership we want to send this before the change in ownership message</param>
|
|
internal void NetworkBehaviourUpdate(bool forceSend = false)
|
|
{
|
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
|
m_NetworkBehaviourUpdate.Begin();
|
|
#endif
|
|
try
|
|
{
|
|
m_DirtyNetworkObjects.UnionWith(m_PendingDirtyNetworkObjects);
|
|
m_PendingDirtyNetworkObjects.Clear();
|
|
|
|
// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point
|
|
// trying to process them, even if they were previously marked as dirty.
|
|
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
|
|
|
|
if (m_ConnectionManager.LocalClient.IsServer)
|
|
{
|
|
foreach (var dirtyObj in m_DirtyNetworkObjects)
|
|
{
|
|
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
|
{
|
|
dirtyObj.ChildNetworkBehaviours[k].PreVariableUpdate();
|
|
}
|
|
|
|
for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
|
|
{
|
|
var client = m_ConnectionManager.ConnectedClientsList[i];
|
|
if (m_NetworkManager.DistributedAuthorityMode || dirtyObj.IsNetworkVisibleTo(client.ClientId))
|
|
{
|
|
// Sync just the variables for just the objects this client sees
|
|
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
|
{
|
|
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId, forceSend);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// when client updates the server, it tells it about all its objects
|
|
foreach (var sobj in m_DirtyNetworkObjects)
|
|
{
|
|
if (sobj.IsOwner)
|
|
{
|
|
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
|
{
|
|
sobj.ChildNetworkBehaviours[k].PreVariableUpdate();
|
|
}
|
|
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
|
{
|
|
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId, forceSend);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var dirtyObj in m_DirtyNetworkObjects)
|
|
{
|
|
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
|
{
|
|
var behaviour = dirtyObj.ChildNetworkBehaviours[k];
|
|
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
|
|
{
|
|
// Set to true for NetworkVariable to ignore duplication of the
|
|
// "internal original value" for collections support.
|
|
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = true;
|
|
if (behaviour.NetworkVariableFields[i].IsDirty() &&
|
|
!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
|
|
{
|
|
behaviour.NetworkVariableIndexesToResetSet.Add(i);
|
|
behaviour.NetworkVariableIndexesToReset.Add(i);
|
|
}
|
|
// Reset back to false when done
|
|
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = false;
|
|
}
|
|
}
|
|
}
|
|
// Now, reset all the no-longer-dirty variables
|
|
foreach (var dirtyobj in m_DirtyNetworkObjects)
|
|
{
|
|
dirtyobj.PostNetworkVariableWrite(forceSend);
|
|
// Once done processing, we set the previous owner id to the current owner id
|
|
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
|
|
}
|
|
m_DirtyNetworkObjects.Clear();
|
|
}
|
|
finally
|
|
{
|
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
|
m_NetworkBehaviourUpdate.End();
|
|
#endif
|
|
}
|
|
}
|
|
|
|
internal void Initialize(NetworkManager networkManager)
|
|
{
|
|
m_NetworkManager = networkManager;
|
|
m_ConnectionManager = networkManager.ConnectionManager;
|
|
m_NetworkManager.NetworkTickSystem.Tick += NetworkBehaviourUpdater_Tick;
|
|
}
|
|
|
|
internal void Shutdown()
|
|
{
|
|
m_NetworkManager.NetworkTickSystem.Tick -= NetworkBehaviourUpdater_Tick;
|
|
}
|
|
|
|
// Order of operations requires NetworkVariable updates first then showing NetworkObjects
|
|
private void NetworkBehaviourUpdater_Tick()
|
|
{
|
|
// First update NetworkVariables
|
|
NetworkBehaviourUpdate();
|
|
|
|
// Then show any NetworkObjects queued to be made visible/shown
|
|
m_NetworkManager.SpawnManager.HandleNetworkObjectShow();
|
|
}
|
|
}
|
|
}
|