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)
165 lines
5.4 KiB
C#
165 lines
5.4 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Unity.Netcode
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{
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/// <summary>
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/// This is a helper tool to update all in-scene placed instances of a prefab that
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/// originally did not have a NetworkObject component but one was added to the prefab
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/// later.
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/// </summary>
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internal class NetworkObjectRefreshTool
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{
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private static List<string> s_ScenesToUpdate = new List<string>();
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private static bool s_ProcessScenes;
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private static bool s_CloseScenes;
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internal static Action AllScenesProcessed;
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internal static NetworkObject PrefabNetworkObject;
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internal static void LogInfo(string msg, bool append = false)
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{
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if (!append)
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{
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s_Log.AppendLine(msg);
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}
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else
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{
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s_Log.Append(msg);
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}
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}
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internal static void FlushLog()
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{
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Debug.Log(s_Log.ToString());
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s_Log.Clear();
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}
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private static StringBuilder s_Log = new StringBuilder();
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internal static void ProcessScene(string scenePath, bool processScenes = true)
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{
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if (!s_ScenesToUpdate.Contains(scenePath))
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{
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if (s_ScenesToUpdate.Count == 0)
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{
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EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
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EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
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s_Log.Clear();
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LogInfo("NetworkObject Refresh Scenes to Process:");
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}
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LogInfo($"[{scenePath}]", true);
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s_ScenesToUpdate.Add(scenePath);
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}
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s_ProcessScenes = processScenes;
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}
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internal static void ProcessActiveScene()
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{
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FlushLog();
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var activeScene = SceneManager.GetActiveScene();
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if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
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{
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SceneOpened(activeScene);
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}
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}
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internal static void ProcessScenes()
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{
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if (s_ScenesToUpdate.Count != 0)
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{
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s_CloseScenes = true;
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var scenePath = s_ScenesToUpdate.First();
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EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
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}
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else
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{
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s_ProcessScenes = false;
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s_CloseScenes = false;
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EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
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EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
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AllScenesProcessed?.Invoke();
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FlushLog();
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}
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}
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private static void FinishedProcessingScene(Scene scene, bool refreshed = false)
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{
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if (s_ScenesToUpdate.Contains(scene.path))
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{
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// Provide a log of all scenes that were modified to the user
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if (refreshed)
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{
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LogInfo($"Refreshed and saved updates to scene: {scene.name}");
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}
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s_ScenesToUpdate.Remove(scene.path);
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if (scene != SceneManager.GetActiveScene())
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{
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EditorSceneManager.CloseScene(scene, s_CloseScenes);
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}
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ProcessScenes();
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}
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}
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private static void EditorSceneManager_sceneSaved(Scene scene)
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{
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FinishedProcessingScene(scene, true);
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}
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private static void SceneOpened(Scene scene)
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{
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LogInfo($"Processing scene {scene.name}:");
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if (s_ScenesToUpdate.Contains(scene.path))
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{
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if (s_ProcessScenes)
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{
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var prefabInstances = PrefabUtility.FindAllInstancesOfPrefab(PrefabNetworkObject.gameObject);
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if (prefabInstances.Length > 0)
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{
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var instancesSceneLoadedSpecific = prefabInstances.Where((c) => c.scene == scene).ToList();
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if (instancesSceneLoadedSpecific.Count > 0)
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{
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foreach (var prefabInstance in instancesSceneLoadedSpecific)
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{
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prefabInstance.GetComponent<NetworkObject>().OnValidate();
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}
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if (!EditorSceneManager.MarkSceneDirty(scene))
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{
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LogInfo($"Scene {scene.name} did not get marked as dirty!");
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FinishedProcessingScene(scene);
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}
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else
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{
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LogInfo($"Changes detected and applied!");
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EditorSceneManager.SaveScene(scene);
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}
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return;
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}
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}
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}
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LogInfo($"No changes required.");
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FinishedProcessingScene(scene);
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}
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}
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private static void EditorSceneManager_sceneOpened(Scene scene, OpenSceneMode mode)
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{
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SceneOpened(scene);
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}
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}
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}
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#endif // UNITY_EDITOR
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