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com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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)
2022-04-01 00:00:00 +00:00

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
}
}
}