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)
209 lines
8.3 KiB
C#
209 lines
8.3 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.SceneManagement;
|
|
using AsyncOperation = UnityEngine.AsyncOperation;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// Used by <see cref="NetworkSceneManager"/> to determine if a server invoked scene event has started.
|
|
/// The returned status is stored in the <see cref="SceneEventProgress.Status"/> property.<br/>
|
|
/// <em>Note: This was formally known as SwitchSceneProgress which contained the <see cref="AsyncOperation"/>.
|
|
/// All <see cref="AsyncOperation"/>s are now delivered by the <see cref="NetworkSceneManager.OnSceneEvent"/> event handler
|
|
/// via the <see cref="SceneEvent"/> parameter.</em>
|
|
/// </summary>
|
|
public enum SceneEventProgressStatus
|
|
{
|
|
/// <summary>
|
|
/// No scene event progress status can be used to initialize a variable that will be checked over time.
|
|
/// </summary>
|
|
None,
|
|
/// <summary>
|
|
/// The scene event was successfully started.
|
|
/// </summary>
|
|
Started,
|
|
/// <summary>
|
|
/// Returned if you try to unload a scene that was not yet loaded.
|
|
/// </summary>
|
|
SceneNotLoaded,
|
|
/// <summary>
|
|
/// Returned if you try to start a new scene event before a previous one is finished.
|
|
/// </summary>
|
|
SceneEventInProgress,
|
|
/// <summary>
|
|
/// Returned if the scene name used with <see cref="NetworkSceneManager.LoadScene(string, LoadSceneMode)"/>
|
|
/// or <see cref="NetworkSceneManager.UnloadScene(Scene)"/>is invalid.
|
|
/// </summary>
|
|
InvalidSceneName,
|
|
/// <summary>
|
|
/// Server side: Returned if the <see cref="NetworkSceneManager.VerifySceneBeforeLoading"/> delegate handler returns false
|
|
/// (<em>i.e. scene is considered not valid/safe to load</em>).
|
|
/// </summary>
|
|
SceneFailedVerification,
|
|
/// <summary>
|
|
/// This is used for internal error notifications.<br/>
|
|
/// If you receive this event then it is most likely due to a bug (<em>please open a GitHub issue with steps to replicate</em>).<br/>
|
|
/// </summary>
|
|
InternalNetcodeError,
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server side only:
|
|
/// This tracks the progress of clients during a load or unload scene event
|
|
/// </summary>
|
|
internal class SceneEventProgress
|
|
{
|
|
/// <summary>
|
|
/// List of clientIds of those clients that is done loading the scene.
|
|
/// </summary>
|
|
internal List<ulong> DoneClients { get; } = new List<ulong>();
|
|
|
|
/// <summary>
|
|
/// The local time when the scene event was "roughly started"
|
|
/// </summary>
|
|
internal float TimeAtInitiation { get; }
|
|
|
|
/// <summary>
|
|
/// Delegate type for when the switch scene progress is completed. Either by all clients done loading the scene or by time out.
|
|
/// </summary>
|
|
internal delegate bool OnCompletedDelegate(SceneEventProgress sceneEventProgress);
|
|
|
|
/// <summary>
|
|
/// The callback invoked when the switch scene progress is completed. Either by all clients done loading the scene or by time out.
|
|
/// </summary>
|
|
internal OnCompletedDelegate OnComplete;
|
|
|
|
/// <summary>
|
|
/// Is this scene switch progresses completed, all clients are done loading the scene or a timeout has occurred.
|
|
/// </summary>
|
|
internal bool IsCompleted { get; private set; }
|
|
|
|
internal bool TimedOut { get; private set; }
|
|
|
|
/// <summary>
|
|
/// If all clients are done loading the scene, at the moment of completed.
|
|
/// </summary>
|
|
internal bool AreAllClientsDoneLoading { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The hash value generated from the full scene path
|
|
/// </summary>
|
|
internal uint SceneHash { get; set; }
|
|
|
|
internal Guid Guid { get; } = Guid.NewGuid();
|
|
|
|
private Coroutine m_TimeOutCoroutine;
|
|
private AsyncOperation m_SceneLoadOperation;
|
|
|
|
private NetworkManager m_NetworkManager { get; }
|
|
|
|
internal SceneEventProgressStatus Status { get; set; }
|
|
|
|
internal SceneEventType SceneEventType { get; set; }
|
|
|
|
internal LoadSceneMode LoadSceneMode;
|
|
|
|
internal List<ulong> ClientsThatStartedSceneEvent;
|
|
|
|
internal SceneEventProgress(NetworkManager networkManager, SceneEventProgressStatus status = SceneEventProgressStatus.Started)
|
|
{
|
|
if (status == SceneEventProgressStatus.Started)
|
|
{
|
|
// Track the clients that were connected when we started this event
|
|
ClientsThatStartedSceneEvent = new List<ulong>(networkManager.ConnectedClientsIds);
|
|
m_NetworkManager = networkManager;
|
|
m_TimeOutCoroutine = m_NetworkManager.StartCoroutine(TimeOutSceneEventProgress());
|
|
TimeAtInitiation = Time.realtimeSinceStartup;
|
|
}
|
|
Status = status;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Coroutine that checks to see if the scene event is complete every network tick period.
|
|
/// This will handle completing the scene event when one or more client(s) disconnect(s)
|
|
/// during a scene event and if it does not complete within the scene loading time out period
|
|
/// it will time out the scene event.
|
|
/// </summary>
|
|
internal IEnumerator TimeOutSceneEventProgress()
|
|
{
|
|
var waitForNetworkTick = new WaitForSeconds(1.0f / m_NetworkManager.NetworkConfig.TickRate);
|
|
while (!TimedOut && !IsCompleted)
|
|
{
|
|
yield return waitForNetworkTick;
|
|
|
|
CheckCompletion();
|
|
if (!IsCompleted)
|
|
{
|
|
TimedOut = TimeAtInitiation - Time.realtimeSinceStartup >= m_NetworkManager.NetworkConfig.LoadSceneTimeOut;
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void AddClientAsDone(ulong clientId)
|
|
{
|
|
DoneClients.Add(clientId);
|
|
CheckCompletion();
|
|
}
|
|
|
|
internal void RemoveClientAsDone(ulong clientId)
|
|
{
|
|
DoneClients.Remove(clientId);
|
|
CheckCompletion();
|
|
}
|
|
|
|
internal void SetSceneLoadOperation(AsyncOperation sceneLoadOperation)
|
|
{
|
|
m_SceneLoadOperation = sceneLoadOperation;
|
|
m_SceneLoadOperation.completed += operation => CheckCompletion();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called only on the server-side during integration test (NetcodeIntegrationTest specific)
|
|
/// scene loading and unloading.
|
|
///
|
|
/// Note: During integration testing we must queue all scene loading and unloading requests for
|
|
/// both the server and all clients so they can be processed in a FIFO/linear fashion to avoid
|
|
/// conflicts when the <see cref="SceneManager.sceneLoaded"/> and <see cref="SceneManager.sceneUnloaded"/>
|
|
/// events are triggered. The Completed action simulates the <see cref="AsyncOperation.completed"/> event.
|
|
/// (See: Unity.Netcode.TestHelpers.Runtime.IntegrationTestSceneHandler)
|
|
/// </summary>
|
|
internal void SetSceneLoadOperation(ISceneManagerHandler.SceneEventAction sceneEventAction)
|
|
{
|
|
sceneEventAction.Completed = SetComplete;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finalizes the SceneEventProgress
|
|
/// </summary>
|
|
internal void SetComplete()
|
|
{
|
|
IsCompleted = true;
|
|
AreAllClientsDoneLoading = true;
|
|
|
|
// If OnComplete is not registered or it is and returns true then remove this from the progress tracking
|
|
if (OnComplete == null || (OnComplete != null && OnComplete.Invoke(this)))
|
|
{
|
|
m_NetworkManager.SceneManager.SceneEventProgressTracking.Remove(Guid);
|
|
}
|
|
m_NetworkManager.StopCoroutine(m_TimeOutCoroutine);
|
|
}
|
|
|
|
internal void CheckCompletion()
|
|
{
|
|
try
|
|
{
|
|
if ((!IsCompleted && DoneClients.Count == m_NetworkManager.ConnectedClientsList.Count && (m_SceneLoadOperation == null || m_SceneLoadOperation.isDone)) || (!IsCompleted && TimedOut))
|
|
{
|
|
SetComplete();
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogException(ex);
|
|
}
|
|
}
|
|
}
|
|
}
|