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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
127 lines
4.0 KiB
C#
127 lines
4.0 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.Netcode
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{
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public enum NetworkTopologyTypes
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{
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ClientServer,
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DistributedAuthority
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}
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/// <summary>
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/// A NetworkClient
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/// </summary>
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public class NetworkClient
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{
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/// <summary>
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/// Returns true if the session instance is considered a server
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/// </summary>
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internal bool IsServer { get; set; }
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/// <summary>
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/// Returns true if the session instance is considered a client
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/// </summary>
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internal bool IsClient { get; set; }
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/// <summary>
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/// Returns true if the session instance is considered a host
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/// </summary>
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internal bool IsHost => IsClient && IsServer;
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/// <summary>
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/// When true, the client is connected, approved, and synchronized with
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/// the server.
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/// </summary>
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internal bool IsConnected { get; set; }
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/// <summary>
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/// Is true when the client has been approved.
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/// </summary>
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internal bool IsApproved { get; set; }
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public NetworkTopologyTypes NetworkTopologyType { get; internal set; }
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public bool DAHost { get; internal set; }
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/// <summary>
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/// Is true when the client has been assigned session ownership in distributed authority mode
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/// </summary>
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public bool IsSessionOwner { get; internal set; }
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/// <summary>
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/// The ClientId of the NetworkClient
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/// </summary>
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public ulong ClientId;
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/// <summary>
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/// The PlayerObject of the Client
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/// </summary>
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public NetworkObject PlayerObject;
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/// <summary>
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/// The list of NetworkObject's owned by this client instance
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/// </summary>
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public List<NetworkObject> OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new List<NetworkObject>();
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internal NetworkSpawnManager SpawnManager { get; private set; }
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internal bool SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
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{
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ResetClient(isServer, isClient);
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IsServer = isServer;
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IsClient = isClient;
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if (networkManager != null)
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{
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SpawnManager = networkManager.SpawnManager;
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NetworkTopologyType = networkManager.NetworkConfig.NetworkTopology;
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if (NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
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{
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DAHost = IsClient && IsServer;
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// DANGO-TODO: We might allow a dedicated mock CMB server, but for now do not allow this
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if (!IsClient && IsServer)
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{
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Debug.LogError("You cannot start NetworkManager as a server when operating in distributed authority mode!");
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return false;
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}
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if (DAHost && networkManager.CMBServiceConnection)
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{
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Debug.LogError("You cannot start a host when connecting to a distributed authority CMB Service!");
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Only to be invoked when setting the role.
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/// This resets the current NetworkClient's properties.
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/// </summary>
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private void ResetClient(bool isServer, bool isClient)
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{
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// If we are niether client nor server, then reset properties (i.e. client has no role)
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if (!IsServer && !IsClient)
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{
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PlayerObject = null;
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ClientId = 0;
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IsConnected = false;
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IsApproved = false;
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SpawnManager = null;
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DAHost = false;
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}
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}
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internal void AssignPlayerObject(ref NetworkObject networkObject)
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{
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PlayerObject = networkObject;
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}
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}
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}
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