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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
187 lines
7.1 KiB
C#
187 lines
7.1 KiB
C#
using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor.Configuration
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{
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/// <summary>
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/// Updates the default <see cref="NetworkPrefabsList"/> instance when prefabs are updated (created, moved, deleted) in the project.
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/// </summary>
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public class NetworkPrefabProcessor : AssetPostprocessor
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{
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public static string DefaultNetworkPrefabsPath
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{
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get
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{
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return NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath;
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}
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internal set
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{
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NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath = value;
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// Force a recache of the prefab list
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s_PrefabsList = null;
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}
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}
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private static NetworkPrefabsList s_PrefabsList;
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private static Dictionary<string, NetworkPrefab> s_PrefabsListPath = new Dictionary<string, NetworkPrefab>();
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
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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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return;
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}
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bool ProcessImportedAssets(string[] importedAssets1)
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{
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var dirty = false;
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foreach (var assetPath in importedAssets1)
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{
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// We only care about GameObjects, skip everything else. Can't use the more targeted
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// OnPostProcessPrefabs since that's not called for moves or deletes
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if (AssetDatabase.GetMainAssetTypeAtPath(assetPath) != typeof(GameObject))
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{
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continue;
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}
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var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (go.TryGetComponent<NetworkObject>(out _))
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{
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// Make sure we are not duplicating an already existing entry
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if (s_PrefabsListPath.ContainsKey(assetPath))
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{
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// Is the imported asset different from the one we already have in the list?
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if (s_PrefabsListPath[assetPath].Prefab.GetHashCode() != go.GetHashCode())
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{
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// If so remove the one in the list and continue on to add the imported one
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s_PrefabsList.List.Remove(s_PrefabsListPath[assetPath]);
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}
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else // If they are identical, then just ignore the import
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{
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continue;
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}
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}
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s_PrefabsList.List.Add(new NetworkPrefab { Prefab = go });
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dirty = true;
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}
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}
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return dirty;
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}
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bool ProcessDeletedAssets(string[] strings)
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{
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var dirty = false;
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var deleted = new List<string>(strings);
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for (int i = s_PrefabsList.List.Count - 1; i >= 0 && deleted.Count > 0; --i)
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{
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GameObject prefab;
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try
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{
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prefab = s_PrefabsList.List[i].Prefab;
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}
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catch (MissingReferenceException)
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{
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s_PrefabsList.List.RemoveAt(i);
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continue;
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}
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if (prefab == null)
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{
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s_PrefabsList.List.RemoveAt(i);
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}
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else
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{
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string noPath = AssetDatabase.GetAssetPath(prefab);
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for (int j = strings.Length - 1; j >= 0; --j)
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{
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if (noPath == strings[j])
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{
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s_PrefabsList.List.RemoveAt(i);
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deleted.RemoveAt(j);
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dirty = true;
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}
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}
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}
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}
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return dirty;
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}
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if (s_PrefabsList == null)
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{
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s_PrefabsList = GetOrCreateNetworkPrefabs(DefaultNetworkPrefabsPath, out var newList, true);
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// A new list already processed all existing assets, no need to double-process imports & deletes
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if (newList)
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{
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return;
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}
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}
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// Clear our asset path to prefab table each time
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s_PrefabsListPath.Clear();
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// Create our asst path to prefab table
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foreach (var prefabEntry in s_PrefabsList.List)
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{
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if (!s_PrefabsListPath.ContainsKey(AssetDatabase.GetAssetPath(prefabEntry.Prefab)))
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{
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s_PrefabsListPath.Add(AssetDatabase.GetAssetPath(prefabEntry.Prefab), prefabEntry);
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}
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}
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// Process the imported and deleted assets
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var markDirty = ProcessImportedAssets(importedAssets);
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markDirty &= ProcessDeletedAssets(deletedAssets);
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if (markDirty)
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{
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EditorUtility.SetDirty(s_PrefabsList);
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}
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}
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internal static NetworkPrefabsList GetOrCreateNetworkPrefabs(string path, out bool isNew, bool addAll)
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{
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var defaultPrefabs = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(path);
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if (defaultPrefabs == null)
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{
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isNew = true;
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defaultPrefabs = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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defaultPrefabs.IsDefault = true;
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AssetDatabase.CreateAsset(defaultPrefabs, path);
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if (addAll)
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{
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// This could be very expensive in large projects... maybe make it manually triggered via a menu?
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defaultPrefabs.List = FindAll();
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}
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EditorUtility.SetDirty(defaultPrefabs);
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AssetDatabase.SaveAssetIfDirty(defaultPrefabs);
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return defaultPrefabs;
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}
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isNew = false;
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return defaultPrefabs;
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}
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private static List<NetworkPrefab> FindAll()
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{
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var list = new List<NetworkPrefab>();
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string[] guids = AssetDatabase.FindAssets("t:GameObject");
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foreach (var guid in guids)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (go.TryGetComponent(out NetworkObject _))
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{
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list.Add(new NetworkPrefab { Prefab = go });
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}
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}
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return list;
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}
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}
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}
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