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.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
84 lines
3.4 KiB
C#
84 lines
3.4 KiB
C#
using UnityEngine;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// Helper class for logging
|
|
/// </summary>
|
|
public static class NetworkLog
|
|
{
|
|
/// <summary>
|
|
/// Gets the current log level.
|
|
/// </summary>
|
|
/// <value>The current log level.</value>
|
|
public static LogLevel CurrentLogLevel => NetworkManager.Singleton == null ? LogLevel.Normal : NetworkManager.Singleton.LogLevel;
|
|
|
|
// internal logging
|
|
public static void LogInfo(string message) => Debug.Log($"[Netcode] {message}");
|
|
public static void LogWarning(string message) => Debug.LogWarning($"[Netcode] {message}");
|
|
public static void LogError(string message) => Debug.LogError($"[Netcode] {message}");
|
|
|
|
/// <summary>
|
|
/// Logs an info log locally and on the server if possible.
|
|
/// </summary>
|
|
/// <param name="message">The message to log</param>
|
|
public static void LogInfoServer(string message) => LogServer(message, LogType.Info);
|
|
|
|
/// <summary>
|
|
/// Logs a warning log locally and on the server if possible.
|
|
/// </summary>
|
|
/// <param name="message">The message to log</param>
|
|
public static void LogWarningServer(string message) => LogServer(message, LogType.Warning);
|
|
|
|
/// <summary>
|
|
/// Logs an error log locally and on the server if possible.
|
|
/// </summary>
|
|
/// <param name="message">The message to log</param>
|
|
public static void LogErrorServer(string message) => LogServer(message, LogType.Error);
|
|
|
|
private static void LogServer(string message, LogType logType)
|
|
{
|
|
// Get the sender of the local log
|
|
ulong localId = NetworkManager.Singleton != null ? NetworkManager.Singleton.LocalClientId : 0;
|
|
|
|
switch (logType)
|
|
{
|
|
case LogType.Info:
|
|
LogInfoServerLocal(message, localId);
|
|
break;
|
|
case LogType.Warning:
|
|
LogWarningServerLocal(message, localId);
|
|
break;
|
|
case LogType.Error:
|
|
LogErrorServerLocal(message, localId);
|
|
break;
|
|
}
|
|
|
|
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer && NetworkManager.Singleton.NetworkConfig.EnableNetworkLogs)
|
|
{
|
|
|
|
var networkMessage = new ServerLogMessage
|
|
{
|
|
LogType = logType,
|
|
Message = message
|
|
};
|
|
var size = NetworkManager.Singleton.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
|
|
|
|
NetworkManager.Singleton.NetworkMetrics.TrackServerLogSent(NetworkManager.ServerClientId, (uint)logType, size);
|
|
}
|
|
}
|
|
|
|
internal static void LogInfoServerLocal(string message, ulong sender) => Debug.Log($"[Netcode-Server Sender={sender}] {message}");
|
|
internal static void LogWarningServerLocal(string message, ulong sender) => Debug.LogWarning($"[Netcode-Server Sender={sender}] {message}");
|
|
internal static void LogErrorServerLocal(string message, ulong sender) => Debug.LogError($"[Netcode-Server Sender={sender}] {message}");
|
|
|
|
internal enum LogType : byte
|
|
{
|
|
Info,
|
|
Warning,
|
|
Error,
|
|
None
|
|
}
|
|
}
|
|
}
|