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-pre.3] - 2024-07-23 ### Added - Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978) ### Fixed - Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983) - Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979) - Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971) - Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971) - Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968) - Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined.(#2962) - Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962) - Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved. (#2962) - Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception. (#2962) ### Changed - Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
43 lines
2.0 KiB
C#
43 lines
2.0 KiB
C#
using Unity.Collections;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Interface used by NetworkVariables to serialize them with additional information for the DA runtime
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/// </summary>
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///
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/// <typeparam name="T"></typeparam>
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internal interface IDistributedAuthoritySerializer<T>
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{
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/// <summary>
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/// The Type tells the DA server how to parse this type.
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/// The user should never be able to override this value, as it is meaningful for the DA server
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/// </summary>
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public NetworkVariableType Type { get; }
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public bool IsDistributedAuthorityOptimized { get; }
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public void WriteDistributedAuthority(FastBufferWriter writer, ref T value);
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public void ReadDistributedAuthority(FastBufferReader reader, ref T value);
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public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue);
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public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value);
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}
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/// <typeparam name="T"></typeparam>
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internal interface INetworkVariableSerializer<T> : IDistributedAuthoritySerializer<T>
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{
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// Write has to be taken by ref here because of INetworkSerializable
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// Open Instance Delegates (pointers to methods without an instance attached to them)
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// require the first parameter passed to them (the instance) to be passed by ref.
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// So foo.Bar() becomes BarDelegate(ref foo);
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// Taking T as an in parameter like we do in other places would require making a copy
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// of it to pass it as a ref parameter.,
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public void Write(FastBufferWriter writer, ref T value);
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public void Read(FastBufferReader reader, ref T value);
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public void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue);
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public void ReadDelta(FastBufferReader reader, ref T value);
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internal void ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator);
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public void Duplicate(in T value, ref T duplicatedValue);
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}
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}
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