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)
114 lines
4.5 KiB
C#
114 lines
4.5 KiB
C#
using System;
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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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/// Provides discretized time.
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/// This is useful for games that require ticks happening at regular interval on the server and clients.
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/// </summary>
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public class NetworkTickSystem
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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private static ProfilerMarker s_Tick = new ProfilerMarker($"{nameof(NetworkTickSystem)}.Tick");
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#endif
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/// <summary>
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/// Special value to indicate "No tick information"
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/// </summary>
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public const int NoTick = int.MinValue;
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/// <summary>
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/// The TickRate of the tick system. This is used to decide how often a fixed network tick is run.
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/// </summary>
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public uint TickRate { get; internal set; }
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/// <summary>
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/// The current local time. This is the time at which predicted or client authoritative objects move.
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/// This value is accurate when called in Update or during the <see cref="Tick"/> event but does not work correctly for FixedUpdate.
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/// </summary>
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public NetworkTime LocalTime { get; internal set; }
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/// <summary>
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/// The current server time. This value is mostly used for internal purposes and to interpolate state received from the server.
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/// This value is accurate when called in Update or during the <see cref="Tick"/> event but does not work correctly for FixedUpdate.
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/// </summary>
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public NetworkTime ServerTime { get; internal set; }
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/// <summary>
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/// Gets invoked before every network tick.
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/// </summary>
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public event Action Tick;
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkTickSystem"/> class.
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/// </summary>
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/// <param name="tickRate">The tick rate</param>
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/// <param name="localTimeSec">The initial local time to start at.</param>
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/// <param name="serverTimeSec">The initial server time to start at.</param>
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public NetworkTickSystem(uint tickRate, double localTimeSec, double serverTimeSec)
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{
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if (tickRate == 0)
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{
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throw new ArgumentException("Tick rate must be a positive value.", nameof(tickRate));
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}
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TickRate = tickRate;
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Tick = null;
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LocalTime = new NetworkTime(tickRate, localTimeSec);
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ServerTime = new NetworkTime(tickRate, serverTimeSec);
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}
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/// <summary>
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/// Resets the tick system to the given network time.
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/// </summary>
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/// <param name="localTimeSec">The local time in seconds.</param>
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/// <param name="serverTimeSec">The server time in seconds.</param>
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public void Reset(double localTimeSec, double serverTimeSec)
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{
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LocalTime = new NetworkTime(TickRate, localTimeSec);
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ServerTime = new NetworkTime(TickRate, serverTimeSec);
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}
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/// <summary>
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/// Called after advancing the time system to run ticks based on the difference in time.
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/// </summary>
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/// <param name="localTimeSec">The local time in seconds</param>
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/// <param name="serverTimeSec">The server time in seconds</param>
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public void UpdateTick(double localTimeSec, double serverTimeSec)
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{
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// store old local tick to know how many fixed ticks passed
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var previousLocalTick = LocalTime.Tick;
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LocalTime = new NetworkTime(TickRate, localTimeSec);
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ServerTime = new NetworkTime(TickRate, serverTimeSec);
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// cache times here so that we can adjust them to temporary values while simulating ticks.
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var cacheLocalTime = LocalTime;
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var cacheServerTime = ServerTime;
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var currentLocalTick = LocalTime.Tick;
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var localToServerDifference = currentLocalTick - ServerTime.Tick;
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for (int i = previousLocalTick + 1; i <= currentLocalTick; i++)
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{
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// set exposed time values to correct fixed values
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LocalTime = new NetworkTime(TickRate, i);
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ServerTime = new NetworkTime(TickRate, i - localToServerDifference);
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_Tick.Begin();
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#endif
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Tick?.Invoke();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_Tick.End();
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#endif
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}
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// Set exposed time to values from tick system
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LocalTime = cacheLocalTime;
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ServerTime = cacheServerTime;
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}
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}
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}
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