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com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
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).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00

187 lines
7.1 KiB
C#

using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor.Configuration
{
/// <summary>
/// Updates the default <see cref="NetworkPrefabsList"/> instance when prefabs are updated (created, moved, deleted) in the project.
/// </summary>
public class NetworkPrefabProcessor : AssetPostprocessor
{
public static string DefaultNetworkPrefabsPath
{
get
{
return NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath;
}
internal set
{
NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath = value;
// Force a recache of the prefab list
s_PrefabsList = null;
}
}
private static NetworkPrefabsList s_PrefabsList;
private static Dictionary<string, NetworkPrefab> s_PrefabsListPath = new Dictionary<string, NetworkPrefab>();
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
var settings = NetcodeForGameObjectsProjectSettings.instance;
if (!settings.GenerateDefaultNetworkPrefabs)
{
return;
}
bool ProcessImportedAssets(string[] importedAssets1)
{
var dirty = false;
foreach (var assetPath in importedAssets1)
{
// We only care about GameObjects, skip everything else. Can't use the more targeted
// OnPostProcessPrefabs since that's not called for moves or deletes
if (AssetDatabase.GetMainAssetTypeAtPath(assetPath) != typeof(GameObject))
{
continue;
}
var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (go.TryGetComponent<NetworkObject>(out _))
{
// Make sure we are not duplicating an already existing entry
if (s_PrefabsListPath.ContainsKey(assetPath))
{
// Is the imported asset different from the one we already have in the list?
if (s_PrefabsListPath[assetPath].Prefab.GetHashCode() != go.GetHashCode())
{
// If so remove the one in the list and continue on to add the imported one
s_PrefabsList.List.Remove(s_PrefabsListPath[assetPath]);
}
else // If they are identical, then just ignore the import
{
continue;
}
}
s_PrefabsList.List.Add(new NetworkPrefab { Prefab = go });
dirty = true;
}
}
return dirty;
}
bool ProcessDeletedAssets(string[] strings)
{
var dirty = false;
var deleted = new List<string>(strings);
for (int i = s_PrefabsList.List.Count - 1; i >= 0 && deleted.Count > 0; --i)
{
GameObject prefab;
try
{
prefab = s_PrefabsList.List[i].Prefab;
}
catch (MissingReferenceException)
{
s_PrefabsList.List.RemoveAt(i);
continue;
}
if (prefab == null)
{
s_PrefabsList.List.RemoveAt(i);
}
else
{
string noPath = AssetDatabase.GetAssetPath(prefab);
for (int j = strings.Length - 1; j >= 0; --j)
{
if (noPath == strings[j])
{
s_PrefabsList.List.RemoveAt(i);
deleted.RemoveAt(j);
dirty = true;
}
}
}
}
return dirty;
}
if (s_PrefabsList == null)
{
s_PrefabsList = GetOrCreateNetworkPrefabs(DefaultNetworkPrefabsPath, out var newList, true);
// A new list already processed all existing assets, no need to double-process imports & deletes
if (newList)
{
return;
}
}
// Clear our asset path to prefab table each time
s_PrefabsListPath.Clear();
// Create our asst path to prefab table
foreach (var prefabEntry in s_PrefabsList.List)
{
if (!s_PrefabsListPath.ContainsKey(AssetDatabase.GetAssetPath(prefabEntry.Prefab)))
{
s_PrefabsListPath.Add(AssetDatabase.GetAssetPath(prefabEntry.Prefab), prefabEntry);
}
}
// Process the imported and deleted assets
var markDirty = ProcessImportedAssets(importedAssets);
markDirty |= ProcessDeletedAssets(deletedAssets);
if (markDirty)
{
EditorUtility.SetDirty(s_PrefabsList);
}
}
internal static NetworkPrefabsList GetOrCreateNetworkPrefabs(string path, out bool isNew, bool addAll)
{
var defaultPrefabs = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(path);
if (defaultPrefabs == null)
{
isNew = true;
defaultPrefabs = ScriptableObject.CreateInstance<NetworkPrefabsList>();
defaultPrefabs.IsDefault = true;
AssetDatabase.CreateAsset(defaultPrefabs, path);
if (addAll)
{
// This could be very expensive in large projects... maybe make it manually triggered via a menu?
defaultPrefabs.List = FindAll();
}
EditorUtility.SetDirty(defaultPrefabs);
AssetDatabase.SaveAssetIfDirty(defaultPrefabs);
return defaultPrefabs;
}
isNew = false;
return defaultPrefabs;
}
private static List<NetworkPrefab> FindAll()
{
var list = new List<NetworkPrefab>();
string[] guids = AssetDatabase.FindAssets("t:GameObject");
foreach (var guid in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (go.TryGetComponent(out NetworkObject _))
{
list.Add(new NetworkPrefab { Prefab = go });
}
}
return list;
}
}
}