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). ## [2.0.0] - 2024-09-12 ### Added - Added tooltips for all of the `NetworkObject` component's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049) - Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031) - Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013) - Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013) ### Fixed - Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051) - Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042) - Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030) - Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013) ### Changed - Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052) - Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052) - Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052) - Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
230 lines
11 KiB
C#
230 lines
11 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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EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
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break;
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}
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case PlayModeStateChange.EnteredEditMode:
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{
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EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
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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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if (Application.isPlaying)
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{
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EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
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return;
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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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