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
5.2 KiB
C#
104 lines
5.2 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Unity.Netcode
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{
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/// <summary>
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/// A helper struct for serializing <see cref="NetworkBehaviour"/>s over the network. Can be used in RPCs and <see cref="NetworkVariable{T}"/>.
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/// Note: network ids get recycled by the NetworkManager after a while. So a reference pointing to
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/// </summary>
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public struct NetworkBehaviourReference : INetworkSerializable, IEquatable<NetworkBehaviourReference>
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{
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private NetworkObjectReference m_NetworkObjectReference;
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private ushort m_NetworkBehaviourId;
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkBehaviourReference{T}"/> struct.
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/// </summary>
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/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> to reference.</param>
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/// <exception cref="ArgumentException"></exception>
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public NetworkBehaviourReference(NetworkBehaviour networkBehaviour)
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{
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if (networkBehaviour == null)
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{
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throw new ArgumentNullException(nameof(networkBehaviour));
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}
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if (networkBehaviour.NetworkObject == null)
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{
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throw new ArgumentException($"Cannot create {nameof(NetworkBehaviourReference)} from {nameof(NetworkBehaviour)} without a {nameof(NetworkObject)}.");
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}
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m_NetworkObjectReference = networkBehaviour.NetworkObject;
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m_NetworkBehaviourId = networkBehaviour.NetworkBehaviourId;
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}
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/// <summary>
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/// Tries to get the <see cref="NetworkBehaviour"/> referenced by this reference.
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/// </summary>
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/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> which was found. Null if the corresponding <see cref="NetworkObject"/> was not found.</param>
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/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
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/// <returns>True if the <see cref="NetworkBehaviour"/> was found; False if the <see cref="NetworkBehaviour"/> was not found. This can happen if the corresponding <see cref="NetworkObject"/> has not been spawned yet. you can try getting the reference at a later point in time.</returns>
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public bool TryGet(out NetworkBehaviour networkBehaviour, NetworkManager networkManager = null)
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{
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networkBehaviour = GetInternal(this, null);
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return networkBehaviour != null;
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}
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/// <summary>
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/// Tries to get the <see cref="NetworkBehaviour"/> referenced by this reference.
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/// </summary>
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/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> which was found. Null if the corresponding <see cref="NetworkObject"/> was not found.</param>
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/// <param name="networkManager">The networkmanager. Uses <see cref="NetworkManager.Singleton"/> to resolve if null.</param>
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/// <typeparam name="T">The type of the networkBehaviour for convenience.</typeparam>
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/// <returns>True if the <see cref="NetworkBehaviour"/> was found; False if the <see cref="NetworkBehaviour"/> was not found. This can happen if the corresponding <see cref="NetworkObject"/> has not been spawned yet. you can try getting the reference at a later point in time.</returns>
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public bool TryGet<T>(out T networkBehaviour, NetworkManager networkManager = null) where T : NetworkBehaviour
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{
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networkBehaviour = GetInternal(this, null) as T;
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return networkBehaviour != null;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static NetworkBehaviour GetInternal(NetworkBehaviourReference networkBehaviourRef, NetworkManager networkManager = null)
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{
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if (networkBehaviourRef.m_NetworkObjectReference.TryGet(out NetworkObject networkObject, networkManager))
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{
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return networkObject.GetNetworkBehaviourAtOrderIndex(networkBehaviourRef.m_NetworkBehaviourId);
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}
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return null;
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}
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/// <inheritdoc/>
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public bool Equals(NetworkBehaviourReference other)
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{
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return m_NetworkObjectReference.Equals(other.m_NetworkObjectReference) && m_NetworkBehaviourId == other.m_NetworkBehaviourId;
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}
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/// <inheritdoc/>
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public override bool Equals(object obj)
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{
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return obj is NetworkBehaviourReference other && Equals(other);
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}
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/// <inheritdoc/>
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public override int GetHashCode()
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{
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unchecked
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{
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return (m_NetworkObjectReference.GetHashCode() * 397) ^ m_NetworkBehaviourId.GetHashCode();
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}
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}
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/// <inheritdoc/>
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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m_NetworkObjectReference.NetworkSerialize(serializer);
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serializer.SerializeValue(ref m_NetworkBehaviourId);
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}
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public static implicit operator NetworkBehaviour(NetworkBehaviourReference networkBehaviourRef) => GetInternal(networkBehaviourRef);
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public static implicit operator NetworkBehaviourReference(NetworkBehaviour networkBehaviour) => new NetworkBehaviourReference(networkBehaviour);
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}
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}
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