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). ## [1.2.0] - 2022-11-21 ### Added - Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290) - Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280) ### Changed - Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310) - When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276) ### Fixed - Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298) - Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296) - Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292) - Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281) - Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277) - Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265) ### Removed - Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
199 lines
9.2 KiB
C#
199 lines
9.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEditor;
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namespace Unity.Netcode.Editor
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{
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#if UNITY_EDITOR
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/// <summary>
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/// Specialized editor specific NetworkManager code
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/// </summary>
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public class NetworkManagerHelper : NetworkManager.INetworkManagerHelper
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{
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internal static NetworkManagerHelper Singleton;
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// This is primarily to handle IntegrationTest scenarios where more than 1 NetworkManager could exist
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private static Dictionary<NetworkManager, Transform> s_LastKnownNetworkManagerParents = new Dictionary<NetworkManager, Transform>();
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/// <summary>
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/// Initializes the singleton instance and registers for:
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/// Hierarchy changed notification: to notify the user when they nest a NetworkManager
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/// Play mode state change notification: to capture when entering or exiting play mode (currently only exiting)
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/// </summary>
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[InitializeOnLoadMethod]
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private static void InitializeOnload()
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{
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Singleton = new NetworkManagerHelper();
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NetworkManager.NetworkManagerHelper = Singleton;
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EditorApplication.playModeStateChanged -= EditorApplication_playModeStateChanged;
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EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
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EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
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EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
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}
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private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)
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{
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switch (playModeStateChange)
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{
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case PlayModeStateChange.ExitingEditMode:
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{
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s_LastKnownNetworkManagerParents.Clear();
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ScenesInBuildActiveSceneCheck();
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break;
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}
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}
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}
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/// <summary>
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/// Detects if a user is trying to enter into play mode when both conditions are true:
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/// - the currently active and open scene is not added to the scenes in build list
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/// - an instance of a NetworkManager with scene management enabled can be found
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/// If both conditions are met then the user is presented with a dialog box that
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/// provides the user with the option to add the scene to the scenes in build list
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/// before entering into play mode or the user can continue under those conditions.
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///
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/// ** When scene management is enabled the user should treat all scenes that need to
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/// be synchronized using network scene management as if they were preparing for a build.
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/// Any scene that needs to be loaded at run time has to be included in the scenes in
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/// build list. **
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/// </summary>
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private static void ScenesInBuildActiveSceneCheck()
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{
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var scenesList = EditorBuildSettings.scenes.ToList();
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var activeScene = SceneManager.GetActiveScene();
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var isSceneInBuildSettings = scenesList.Count((c) => c.path == activeScene.path) == 1;
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#if UNITY_2023_1_OR_NEWER
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var networkManager = Object.FindFirstObjectByType<NetworkManager>();
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#else
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var networkManager = Object.FindObjectOfType<NetworkManager>();
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#endif
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if (!isSceneInBuildSettings && networkManager != null)
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{
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if (networkManager.NetworkConfig != null && networkManager.NetworkConfig.EnableSceneManagement)
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{
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if (EditorUtility.DisplayDialog("Add Scene to Scenes in Build", $"The current scene was not found in the scenes" +
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$" in build and a {nameof(NetworkManager)} instance was found with scene management enabled! Clients will not be able " +
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$"to synchronize to this scene unless it is added to the scenes in build list.\n\nWould you like to add it now?",
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"Yes", "No - Continue"))
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{
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scenesList.Add(new EditorBuildSettingsScene(activeScene.path, true));
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EditorBuildSettings.scenes = scenesList.ToArray();
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}
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}
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}
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}
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/// <summary>
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/// Invoked only when the hierarchy changes
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/// </summary>
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private static void EditorApplication_hierarchyChanged()
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{
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var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
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foreach (var networkManager in allNetworkManagers)
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{
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if (!networkManager.NetworkManagerCheckForParent())
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{
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Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager);
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}
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}
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}
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/// <summary>
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/// Handles notifying users that they cannot add a NetworkObject component
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/// to a GameObject that also has a NetworkManager component. The NetworkObject
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/// will always be removed.
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/// GameObject + NetworkObject then NetworkManager = NetworkObject removed
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/// GameObject + NetworkManager then NetworkObject = NetworkObject removed
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/// Note: Since this is always invoked after <see cref="NetworkManagerCheckForParent"/>
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/// we do not need to check for parent when searching for a NetworkObject component
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/// </summary>
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public void CheckAndNotifyUserNetworkObjectRemoved(NetworkManager networkManager, bool editorTest = false)
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{
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// Check for any NetworkObject at the same gameObject relative layer
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if (!networkManager.gameObject.TryGetComponent<NetworkObject>(out var networkObject))
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{
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// if none is found, check to see if any children have a NetworkObject
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networkObject = networkManager.gameObject.GetComponentInChildren<NetworkObject>();
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if (networkObject == null)
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{
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return;
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}
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}
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if (!EditorApplication.isUpdating)
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{
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Object.DestroyImmediate(networkObject);
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if (!EditorApplication.isPlaying && !editorTest)
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{
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EditorUtility.DisplayDialog($"Removing {nameof(NetworkObject)}", NetworkManagerAndNetworkObjectNotAllowedMessage(), "OK");
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}
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else
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{
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Debug.LogError(NetworkManagerAndNetworkObjectNotAllowedMessage());
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}
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}
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}
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public string NetworkManagerAndNetworkObjectNotAllowedMessage()
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{
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return $"A {nameof(GameObject)} cannot have both a {nameof(NetworkManager)} and {nameof(NetworkObject)} assigned to it or any children under it.";
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}
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/// <summary>
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/// Handles notifying the user, via display dialog window, that they have nested a NetworkManager.
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/// When in edit mode it provides the option to automatically fix the issue
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/// When in play mode it just notifies the user when entering play mode as well as when the user
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/// tries to start a network session while a NetworkManager is still nested.
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/// </summary>
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public bool NotifyUserOfNestedNetworkManager(NetworkManager networkManager, bool ignoreNetworkManagerCache = false, bool editorTest = false)
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{
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var gameObject = networkManager.gameObject;
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var transform = networkManager.transform;
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var isParented = transform.root != transform;
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var message = NetworkManager.GenerateNestedNetworkManagerMessage(transform);
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if (s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && !ignoreNetworkManagerCache)
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{
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// If we have already notified the user, then don't notify them again
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if (s_LastKnownNetworkManagerParents[networkManager] == transform.root)
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{
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return isParented;
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}
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else // If we are no longer a child, then we can remove ourself from this list
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if (transform.root == gameObject.transform)
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{
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s_LastKnownNetworkManagerParents.Remove(networkManager);
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}
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}
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if (!EditorApplication.isUpdating && isParented)
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{
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if (!EditorApplication.isPlaying && !editorTest)
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{
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message += $"Click 'Auto-Fix' to automatically remove it from {transform.root.gameObject.name} or 'Manual-Fix' to fix it yourself in the hierarchy view.";
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if (EditorUtility.DisplayDialog("Invalid Nested NetworkManager", message, "Auto-Fix", "Manual-Fix"))
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{
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transform.parent = null;
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isParented = false;
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}
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}
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else
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{
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Debug.LogError(message);
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}
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if (!s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && isParented)
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{
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s_LastKnownNetworkManagerParents.Add(networkManager, networkManager.transform.root);
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}
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}
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return isParented;
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}
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}
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#endif
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}
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