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). ## [1.1.0] - 2022-10-21 ### Added - Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261) - `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235) - IPv6 is now supported for direct connections when using `UnityTransport`. (#2232) - Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) - Added position, rotation, and scale to the `ParentSyncMessage` which provides users the ability to specify the final values on the server-side when `OnNetworkObjectParentChanged` is invoked just before the message is created (when the `Transform` values are applied to the message). (#2146) - Added `NetworkObject.TryRemoveParent` method for convenience purposes opposed to having to cast null to either `GameObject` or `NetworkObject`. (#2146) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.0. (#2231) - The send queues of `UnityTransport` are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the `MaxSendQueueSize` property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212) - As a consequence of the above change, the `UnityTransport.InitialMaxSendQueueSize` field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212) - The debug simulator in `UnityTransport` is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196) - `NetworkVariable<>` now supports managed `INetworkSerializable` types, as well as other managed types with serialization/deserialization delegates registered to `UserNetworkVariableSerialization<T>.WriteValue` and `UserNetworkVariableSerialization<T>.ReadValue` (#2219) - `NetworkVariable<>` and `BufferSerializer<BufferSerializerReader>` now deserialize `INetworkSerializable` types in-place, rather than constructing new ones. (#2219) ### Fixed - Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261) - Fixed issue caused when changing ownership of objects hidden to some clients (#2242) - Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239) - Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226) - Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225) - Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222) - Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222) - Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222) - Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220) - Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203) - Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199) - Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158) - Fixed warning resulting from a stray NetworkAnimator.meta file (#2153) - Fixed Connection Approval Timeout not working client side. (#2164) - Fixed issue where the `WorldPositionStays` parenting parameter was not being synchronized with clients. (#2146) - Fixed issue where parented in-scene placed `NetworkObject`s would fail for late joining clients. (#2146) - Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when `WorldPositionStays` was true. (#2146) - Fixed issue with `NetworkTransform.ApplyTransformToNetworkStateWithInfo` where it was not honoring axis sync settings when `NetworkTransformState.IsTeleportingNextFrame` was true. (#2146) - Fixed issue with `NetworkTransform.TryCommitTransformToServer` where it was not honoring the `InLocalSpace` setting. (#2146) - Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144) - Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142) - Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127) - Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127) - Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739) - Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171) - Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987) - Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
161 lines
7.4 KiB
C#
161 lines
7.4 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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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="NetworkObject"/>s over the network. Can be used in RPCs and <see cref="NetworkVariable{T}"/>.
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/// </summary>
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public struct NetworkObjectReference : INetworkSerializable, IEquatable<NetworkObjectReference>
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{
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private ulong m_NetworkObjectId;
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/// <summary>
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/// The <see cref="NetworkObject.NetworkObjectId"/> of the referenced <see cref="NetworkObject"/>.
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/// </summary>
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public ulong NetworkObjectId
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{
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get => m_NetworkObjectId;
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internal set => m_NetworkObjectId = value;
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}
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkObjectReference"/> struct.
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/// </summary>
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/// <param name="networkObject">The <see cref="NetworkObject"/> to reference.</param>
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/// <exception cref="ArgumentNullException"></exception>
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/// <exception cref="ArgumentException"></exception>
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public NetworkObjectReference(NetworkObject networkObject)
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{
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if (networkObject == null)
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{
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throw new ArgumentNullException(nameof(networkObject));
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}
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if (networkObject.IsSpawned == false)
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{
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throw new ArgumentException($"{nameof(NetworkObjectReference)} can only be created from spawned {nameof(NetworkObject)}s.");
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}
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m_NetworkObjectId = networkObject.NetworkObjectId;
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}
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkObjectReference"/> struct.
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/// </summary>
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/// <param name="gameObject">The GameObject from which the <see cref="NetworkObject"/> component will be referenced.</param>
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/// <exception cref="ArgumentNullException"></exception>
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/// <exception cref="ArgumentException"></exception>
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public NetworkObjectReference(GameObject gameObject)
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{
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if (gameObject == null)
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{
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throw new ArgumentNullException(nameof(gameObject));
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}
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var networkObject = gameObject.GetComponent<NetworkObject>();
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if (networkObject == null)
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{
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throw new ArgumentException($"Cannot create {nameof(NetworkObjectReference)} from {nameof(GameObject)} without a {nameof(NetworkObject)} component.");
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}
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if (networkObject.IsSpawned == false)
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{
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throw new ArgumentException($"{nameof(NetworkObjectReference)} can only be created from spawned {nameof(NetworkObject)}s.");
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}
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m_NetworkObjectId = networkObject.NetworkObjectId;
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}
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/// <summary>
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/// Tries to get the <see cref="NetworkObject"/> referenced by this reference.
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/// </summary>
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/// <param name="networkObject">The <see cref="NetworkObject"/> which was found. Null if no object was 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="NetworkObject"/> was found; False if the <see cref="NetworkObject"/> was not found. This can happen if the <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 NetworkObject networkObject, NetworkManager networkManager = null)
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{
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networkObject = Resolve(this, networkManager);
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return networkObject != null;
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}
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/// <summary>
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/// Resolves the corresponding <see cref="NetworkObject"/> for this reference.
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/// </summary>
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/// <param name="networkObjectRef">The reference.</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>The resolves <see cref="NetworkObject"/>. Returns null if the networkobject was not found</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static NetworkObject Resolve(NetworkObjectReference networkObjectRef, NetworkManager networkManager = null)
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{
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networkManager = networkManager != null ? networkManager : NetworkManager.Singleton;
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networkManager.SpawnManager.SpawnedObjects.TryGetValue(networkObjectRef.m_NetworkObjectId, out NetworkObject networkObject);
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return networkObject;
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}
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/// <inheritdoc/>
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public bool Equals(NetworkObjectReference other)
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{
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return m_NetworkObjectId == other.m_NetworkObjectId;
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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 NetworkObjectReference 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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return m_NetworkObjectId.GetHashCode();
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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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serializer.SerializeValue(ref m_NetworkObjectId);
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}
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/// <summary>
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/// Implicitly convert <see cref="NetworkObjectReference"/> to <see cref="NetworkObject"/>.
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/// </summary>
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/// <param name="networkObjectRef">The <see cref="NetworkObjectReference"/> to convert from.</param>
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/// <returns>The <see cref="NetworkObject"/> the <see cref="NetworkObjectReference"/> is referencing</returns>
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public static implicit operator NetworkObject(NetworkObjectReference networkObjectRef) => Resolve(networkObjectRef);
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/// <summary>
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/// Implicitly convert <see cref="NetworkObject"/> to <see cref="NetworkObjectReference"/>.
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/// </summary>
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/// <param name="networkObject">The <see cref="NetworkObject"/> to convert from.</param>
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/// <returns>The <see cref="NetworkObjectReference"/> created from the <see cref="NetworkObject"/> parameter</returns>
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public static implicit operator NetworkObjectReference(NetworkObject networkObject) => new NetworkObjectReference(networkObject);
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/// <summary>
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/// Implicitly convert <see cref="NetworkObjectReference"/> to <see cref="GameObject"/>.
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/// </summary>
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/// <param name="networkObjectRef">The <see cref="NetworkObjectReference"/> to convert from.</param>
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/// <returns>This returns the <see cref="GameObject"/> that the <see cref="NetworkObject"/> is attached to and is referenced by the <see cref="NetworkObjectReference"/> passed in as a parameter</returns>
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public static implicit operator GameObject(NetworkObjectReference networkObjectRef)
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{
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var networkObject = Resolve(networkObjectRef);
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if (networkObject != null)
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{
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return networkObject.gameObject;
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}
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return null;
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}
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/// <summary>
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/// Implicitly convert <see cref="GameObject"/> to <see cref="NetworkObject"/>.
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/// </summary>
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/// <param name="gameObject">The <see cref="GameObject"/> to convert from.</param>
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/// <returns>The <see cref="NetworkObjectReference"/> created from the <see cref="GameObject"/> parameter that has a <see cref="NetworkObject"/> component attached to it</returns>
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public static implicit operator NetworkObjectReference(GameObject gameObject) => new NetworkObjectReference(gameObject);
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}
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}
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