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). ## [1.6.0] - 2023-08-09 ### Added - Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference. ### Fixed - Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661) - Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636) - Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636) - Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636) - Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636) ### Changed
32 lines
814 B
C#
32 lines
814 B
C#
namespace Unity.Netcode
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{
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/// <summary>
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/// Header placed at the start of each message batch
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/// </summary>
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internal struct NetworkBatchHeader : INetworkSerializeByMemcpy
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{
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internal const ushort MagicValue = 0x1160;
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/// <summary>
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/// A magic number to detect corrupt messages.
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/// Always set to k_MagicValue
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/// </summary>
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public ushort Magic;
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/// <summary>
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/// Total number of messages in the batch.
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/// </summary>
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public ushort BatchCount;
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/// <summary>
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/// Total number of bytes in the batch.
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/// </summary>
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public int BatchSize;
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/// <summary>
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/// Hash of the message to detect corrupt messages.
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/// </summary>
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public ulong BatchHash;
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}
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}
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