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com.unity.netcode.gameobjects/Runtime/Metrics/INetworkMetrics.cs
Unity Technologies 5b4aaa8b59 com.unity.netcode.gameobjects@1.0.0-pre.6
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).

## [1.0.0-pre.6] - 2022-03-02

### Added
- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)

### Changed

### Fixed
- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
- Disallowed async keyword in RPCs (#1681)
- Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
- Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
- Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
- Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685)
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
- Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
- Improved performance in NetworkAnimator (#1735)
- Removed the "always sync" network animator (aka "autosend") parameters (#1746)
2022-03-02 00:00:00 +00:00

95 lines
3.4 KiB
C#

using System.Collections.Generic;
namespace Unity.Netcode
{
internal interface INetworkMetrics
{
void SetConnectionId(ulong connectionId);
void TrackTransportBytesSent(long bytesCount);
void TrackTransportBytesReceived(long bytesCount);
void TrackNetworkMessageSent(ulong receivedClientId, string messageType, long bytesCount);
void TrackNetworkMessageReceived(ulong senderClientId, string messageType, long bytesCount);
void TrackNamedMessageSent(ulong receiverClientId, string messageName, long bytesCount);
void TrackNamedMessageSent(IReadOnlyCollection<ulong> receiverClientIds, string messageName, long bytesCount);
void TrackNamedMessageReceived(ulong senderClientId, string messageName, long bytesCount);
void TrackUnnamedMessageSent(ulong receiverClientId, long bytesCount);
void TrackUnnamedMessageSent(IReadOnlyCollection<ulong> receiverClientIds, long bytesCount);
void TrackUnnamedMessageReceived(ulong senderClientId, long bytesCount);
void TrackNetworkVariableDeltaSent(
ulong receiverClientId,
NetworkObject networkObject,
string variableName,
string networkBehaviourName,
long bytesCount);
void TrackNetworkVariableDeltaReceived(
ulong senderClientId,
NetworkObject networkObject,
string variableName,
string networkBehaviourName,
long bytesCount);
void TrackOwnershipChangeSent(ulong receiverClientId, NetworkObject networkObject, long bytesCount);
void TrackOwnershipChangeReceived(ulong senderClientId, NetworkObject networkObject, long bytesCount);
void TrackObjectSpawnSent(ulong receiverClientId, NetworkObject networkObject, long bytesCount);
void TrackObjectSpawnReceived(ulong senderClientId, NetworkObject networkObject, long bytesCount);
void TrackObjectDestroySent(ulong receiverClientId, NetworkObject networkObject, long bytesCount);
void TrackObjectDestroyReceived(ulong senderClientId, NetworkObject networkObject, long bytesCount);
void TrackRpcSent(
ulong receiverClientId,
NetworkObject networkObject,
string rpcName,
string networkBehaviourName,
long bytesCount);
void TrackRpcSent(
ulong[] receiverClientIds,
NetworkObject networkObject,
string rpcName,
string networkBehaviourName,
long bytesCount);
void TrackRpcReceived(
ulong senderClientId,
NetworkObject networkObject,
string rpcName,
string networkBehaviourName,
long bytesCount);
void TrackServerLogSent(ulong receiverClientId, uint logType, long bytesCount);
void TrackServerLogReceived(ulong senderClientId, uint logType, long bytesCount);
void TrackSceneEventSent(IReadOnlyList<ulong> receiverClientIds, uint sceneEventType, string sceneName, long bytesCount);
void TrackSceneEventSent(ulong receiverClientId, uint sceneEventType, string sceneName, long bytesCount);
void TrackSceneEventReceived(ulong senderClientId, uint sceneEventType, string sceneName, long bytesCount);
void TrackPacketSent(uint packetCount);
void TrackPacketReceived(uint packetCount);
void TrackRttToServer(int rtt);
void DispatchFrame();
}
}