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)
97 lines
3.1 KiB
C#
97 lines
3.1 KiB
C#
using System;
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using Unity.Networking.Transport;
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namespace Unity.Netcode.Transports.UTP
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{
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/// <summary>Queue for batched messages received through UTP.</summary>
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/// <remarks>This is meant as a companion to <see cref="BatchedSendQueue"/>.</remarks>
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internal class BatchedReceiveQueue
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{
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private byte[] m_Data;
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private int m_Offset;
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private int m_Length;
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public bool IsEmpty => m_Length <= 0;
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/// <summary>
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/// Construct a new receive queue from a <see cref="DataStreamReader"/> returned by
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/// <see cref="NetworkDriver"/> when popping a data event.
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/// </summary>
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/// <param name="reader">The <see cref="DataStreamReader"/> to construct from.</param>
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public BatchedReceiveQueue(DataStreamReader reader)
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{
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m_Data = new byte[reader.Length];
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unsafe
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{
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fixed (byte* dataPtr = m_Data)
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{
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reader.ReadBytes(dataPtr, reader.Length);
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}
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}
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m_Offset = 0;
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m_Length = reader.Length;
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}
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/// <summary>
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/// Push the entire data from a <see cref="DataStreamReader"/> (as returned by popping an
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/// event from a <see cref="NetworkDriver">) to the queue.
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/// </summary>
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/// <param name="reader">The <see cref="DataStreamReader"/> to push the data of.</param>
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public void PushReader(DataStreamReader reader)
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{
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// Resize the array and copy the existing data to the beginning if there's not enough
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// room to copy the reader's data at the end of the existing data.
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var available = m_Data.Length - (m_Offset + m_Length);
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if (available < reader.Length)
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{
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if (m_Length > 0)
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{
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Array.Copy(m_Data, m_Offset, m_Data, 0, m_Length);
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}
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m_Offset = 0;
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while (m_Data.Length - m_Length < reader.Length)
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{
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Array.Resize(ref m_Data, m_Data.Length * 2);
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}
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}
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unsafe
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{
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fixed (byte* dataPtr = m_Data)
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{
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reader.ReadBytes(dataPtr + m_Offset + m_Length, reader.Length);
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}
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}
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m_Length += reader.Length;
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}
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/// <summary>Pop the next full message in the queue.</summary>
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/// <returns>The message, or the default value if no more full messages.</returns>
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public ArraySegment<byte> PopMessage()
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{
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if (m_Length < sizeof(int))
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{
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return default;
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}
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var messageLength = BitConverter.ToInt32(m_Data, m_Offset);
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if (m_Length - sizeof(int) < messageLength)
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{
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return default;
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}
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var data = new ArraySegment<byte>(m_Data, m_Offset + sizeof(int), messageLength);
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m_Offset += sizeof(int) + messageLength;
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m_Length -= sizeof(int) + messageLength;
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return data;
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}
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}
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}
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