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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
150 lines
6.6 KiB
C#
150 lines
6.6 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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private HashSet<NetworkObject> m_PendingDirtyNetworkObjects = 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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// Since this is a HashSet, we don't need to worry about duplicate entries
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m_PendingDirtyNetworkObjects.Add(networkObject);
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}
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/// <summary>
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/// Sends NetworkVariable deltas
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/// </summary>
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/// <param name="forceSend">internal only, when changing ownership we want to send this before the change in ownership message</param>
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internal void NetworkBehaviourUpdate(bool forceSend = false)
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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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m_DirtyNetworkObjects.UnionWith(m_PendingDirtyNetworkObjects);
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m_PendingDirtyNetworkObjects.Clear();
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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 (m_NetworkManager.DistributedAuthorityMode || 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].NetworkVariableUpdate(client.ClientId, forceSend);
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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].NetworkVariableUpdate(NetworkManager.ServerClientId, forceSend);
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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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// Set to true for NetworkVariable to ignore duplication of the
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// "internal original value" for collections support.
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behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = true;
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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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// Reset back to false when done
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behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = false;
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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(forceSend);
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// Once done processing, we set the previous owner id to the current owner id
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dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
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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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// 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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// Handle object redistribution (DA + disabled scene management only)
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m_NetworkManager.HandleRedistributionToClients();
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}
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}
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}
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