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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
132 lines
5.3 KiB
C#
132 lines
5.3 KiB
C#
using System.Collections.Generic;
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using Unity.Profiling;
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namespace Unity.Netcode
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{
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/// <summary>
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/// An helper class that helps NetworkManager update NetworkBehaviours and replicate them down to connected clients.
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/// </summary>
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public class NetworkBehaviourUpdater
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{
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private NetworkManager m_NetworkManager;
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private NetworkConnectionManager m_ConnectionManager;
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private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
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#endif
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internal void AddForUpdate(NetworkObject networkObject)
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{
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m_DirtyNetworkObjects.Add(networkObject);
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}
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internal void NetworkBehaviourUpdate()
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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m_NetworkBehaviourUpdate.Begin();
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#endif
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try
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{
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// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point
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// trying to process them, even if they were previously marked as dirty.
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m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
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if (m_ConnectionManager.LocalClient.IsServer)
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{
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foreach (var dirtyObj in m_DirtyNetworkObjects)
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{
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for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
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{
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dirtyObj.ChildNetworkBehaviours[k].PreVariableUpdate();
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}
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for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
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{
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var client = m_ConnectionManager.ConnectedClientsList[i];
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if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
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{
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// Sync just the variables for just the objects this client sees
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for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
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{
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dirtyObj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId);
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}
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}
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}
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}
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}
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else
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{
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// when client updates the server, it tells it about all its objects
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foreach (var sobj in m_DirtyNetworkObjects)
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{
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if (sobj.IsOwner)
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{
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for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
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{
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sobj.ChildNetworkBehaviours[k].PreVariableUpdate();
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}
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for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
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{
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sobj.ChildNetworkBehaviours[k].VariableUpdate(NetworkManager.ServerClientId);
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}
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}
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}
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}
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foreach (var dirtyObj in m_DirtyNetworkObjects)
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{
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for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
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{
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var behaviour = dirtyObj.ChildNetworkBehaviours[k];
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for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
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{
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if (behaviour.NetworkVariableFields[i].IsDirty() &&
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!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
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{
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behaviour.NetworkVariableIndexesToResetSet.Add(i);
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behaviour.NetworkVariableIndexesToReset.Add(i);
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}
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}
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}
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}
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// Now, reset all the no-longer-dirty variables
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foreach (var dirtyobj in m_DirtyNetworkObjects)
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{
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dirtyobj.PostNetworkVariableWrite();
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}
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m_DirtyNetworkObjects.Clear();
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}
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finally
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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m_NetworkBehaviourUpdate.End();
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#endif
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}
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}
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internal void Initialize(NetworkManager networkManager)
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{
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m_NetworkManager = networkManager;
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m_ConnectionManager = networkManager.ConnectionManager;
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m_NetworkManager.NetworkTickSystem.Tick += NetworkBehaviourUpdater_Tick;
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}
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internal void Shutdown()
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{
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m_NetworkManager.NetworkTickSystem.Tick -= NetworkBehaviourUpdater_Tick;
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}
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// TODO 2023-Q2: Order of operations requires NetworkVariable updates first then showing NetworkObjects
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private void NetworkBehaviourUpdater_Tick()
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{
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// First update NetworkVariables
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NetworkBehaviourUpdate();
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// Then show any NetworkObjects queued to be made visible/shown
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m_NetworkManager.SpawnManager.HandleNetworkObjectShow();
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}
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}
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}
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