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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
218 lines
10 KiB
C#
218 lines
10 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Unity.Netcode.Editor
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{
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#if UNITY_EDITOR
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/// <summary>
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/// Specialized editor specific NetworkManager code
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/// </summary>
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public class NetworkManagerHelper : NetworkManager.INetworkManagerHelper
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{
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internal static NetworkManagerHelper Singleton;
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// This is primarily to handle IntegrationTest scenarios where more than 1 NetworkManager could exist
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private static Dictionary<NetworkManager, Transform> s_LastKnownNetworkManagerParents = new Dictionary<NetworkManager, Transform>();
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/// <summary>
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/// Initializes the singleton instance and registers for:
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/// Hierarchy changed notification: to notify the user when they nest a NetworkManager
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/// Play mode state change notification: to capture when entering or exiting play mode (currently only exiting)
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/// </summary>
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[InitializeOnLoadMethod]
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private static void InitializeOnload()
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{
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Singleton = new NetworkManagerHelper();
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NetworkManager.NetworkManagerHelper = Singleton;
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EditorApplication.playModeStateChanged -= EditorApplication_playModeStateChanged;
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EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
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EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
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EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
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// Initialize default values for new NetworkManagers
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//
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// When the default prefab list is enabled, this will default
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// new NetworkManagers to using it.
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//
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// This will get run when new NetworkManagers are added, and
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// when the user presses the "reset" button on a NetworkManager
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// in the inspector.
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NetworkManager.OnNetworkManagerReset = manager =>
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{
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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if (settings.GenerateDefaultNetworkPrefabs)
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{
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manager.NetworkConfig = new NetworkConfig();
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manager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out _, true) };
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}
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};
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}
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private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)
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{
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switch (playModeStateChange)
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{
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case PlayModeStateChange.ExitingEditMode:
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{
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s_LastKnownNetworkManagerParents.Clear();
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ScenesInBuildActiveSceneCheck();
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break;
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}
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}
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}
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/// <summary>
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/// Detects if a user is trying to enter into play mode when both conditions are true:
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/// - the currently active and open scene is not added to the scenes in build list
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/// - an instance of a NetworkManager with scene management enabled can be found
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/// If both conditions are met then the user is presented with a dialog box that
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/// provides the user with the option to add the scene to the scenes in build list
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/// before entering into play mode or the user can continue under those conditions.
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///
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/// ** When scene management is enabled the user should treat all scenes that need to
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/// be synchronized using network scene management as if they were preparing for a build.
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/// Any scene that needs to be loaded at run time has to be included in the scenes in
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/// build list. **
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/// </summary>
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private static void ScenesInBuildActiveSceneCheck()
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{
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var scenesList = EditorBuildSettings.scenes.ToList();
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var activeScene = SceneManager.GetActiveScene();
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var isSceneInBuildSettings = scenesList.Count((c) => c.path == activeScene.path) == 1;
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#if UNITY_2023_1_OR_NEWER
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var networkManager = Object.FindFirstObjectByType<NetworkManager>();
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#else
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var networkManager = Object.FindObjectOfType<NetworkManager>();
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#endif
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if (!isSceneInBuildSettings && networkManager != null)
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{
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if (networkManager.NetworkConfig != null && networkManager.NetworkConfig.EnableSceneManagement)
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{
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if (EditorUtility.DisplayDialog("Add Scene to Scenes in Build", $"The current scene was not found in the scenes" +
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$" in build and a {nameof(NetworkManager)} instance was found with scene management enabled! Clients will not be able " +
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$"to synchronize to this scene unless it is added to the scenes in build list.\n\nWould you like to add it now?",
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"Yes", "No - Continue"))
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{
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scenesList.Add(new EditorBuildSettingsScene(activeScene.path, true));
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EditorBuildSettings.scenes = scenesList.ToArray();
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}
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}
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}
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}
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/// <summary>
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/// Invoked only when the hierarchy changes
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/// </summary>
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private static void EditorApplication_hierarchyChanged()
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{
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var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
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foreach (var networkManager in allNetworkManagers)
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{
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if (!networkManager.NetworkManagerCheckForParent())
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{
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Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager);
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}
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}
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}
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/// <summary>
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/// Handles notifying users that they cannot add a NetworkObject component
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/// to a GameObject that also has a NetworkManager component. The NetworkObject
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/// will always be removed.
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/// GameObject + NetworkObject then NetworkManager = NetworkObject removed
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/// GameObject + NetworkManager then NetworkObject = NetworkObject removed
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/// Note: Since this is always invoked after <see cref="NetworkManagerCheckForParent"/>
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/// we do not need to check for parent when searching for a NetworkObject component
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/// </summary>
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public void CheckAndNotifyUserNetworkObjectRemoved(NetworkManager networkManager, bool editorTest = false)
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{
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// Check for any NetworkObject at the same gameObject relative layer
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if (!networkManager.gameObject.TryGetComponent<NetworkObject>(out var networkObject))
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{
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// if none is found, check to see if any children have a NetworkObject
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networkObject = networkManager.gameObject.GetComponentInChildren<NetworkObject>();
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if (networkObject == null)
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{
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return;
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}
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}
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if (!EditorApplication.isUpdating)
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{
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Object.DestroyImmediate(networkObject);
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if (!EditorApplication.isPlaying && !editorTest)
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{
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EditorUtility.DisplayDialog($"Removing {nameof(NetworkObject)}", NetworkManagerAndNetworkObjectNotAllowedMessage(), "OK");
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}
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else
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{
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Debug.LogError(NetworkManagerAndNetworkObjectNotAllowedMessage());
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}
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}
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}
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public string NetworkManagerAndNetworkObjectNotAllowedMessage()
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{
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return $"A {nameof(GameObject)} cannot have both a {nameof(NetworkManager)} and {nameof(NetworkObject)} assigned to it or any children under it.";
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}
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/// <summary>
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/// Handles notifying the user, via display dialog window, that they have nested a NetworkManager.
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/// When in edit mode it provides the option to automatically fix the issue
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/// When in play mode it just notifies the user when entering play mode as well as when the user
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/// tries to start a network session while a NetworkManager is still nested.
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/// </summary>
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public bool NotifyUserOfNestedNetworkManager(NetworkManager networkManager, bool ignoreNetworkManagerCache = false, bool editorTest = false)
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{
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var gameObject = networkManager.gameObject;
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var transform = networkManager.transform;
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var isParented = transform.root != transform;
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var message = NetworkManager.GenerateNestedNetworkManagerMessage(transform);
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if (s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && !ignoreNetworkManagerCache)
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{
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// If we have already notified the user, then don't notify them again
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if (s_LastKnownNetworkManagerParents[networkManager] == transform.root)
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{
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return isParented;
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}
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else // If we are no longer a child, then we can remove ourself from this list
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if (transform.root == gameObject.transform)
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{
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s_LastKnownNetworkManagerParents.Remove(networkManager);
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}
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}
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if (!EditorApplication.isUpdating && isParented)
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{
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if (!EditorApplication.isPlaying && !editorTest)
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{
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message += $"Click 'Auto-Fix' to automatically remove it from {transform.root.gameObject.name} or 'Manual-Fix' to fix it yourself in the hierarchy view.";
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if (EditorUtility.DisplayDialog("Invalid Nested NetworkManager", message, "Auto-Fix", "Manual-Fix"))
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{
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transform.parent = null;
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isParented = false;
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}
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}
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else
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{
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Debug.LogError(message);
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}
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if (!s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && isParented)
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{
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s_LastKnownNetworkManagerParents.Add(networkManager, networkManager.transform.root);
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}
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}
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return isParented;
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}
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}
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#endif
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}
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