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)
244 lines
10 KiB
C#
244 lines
10 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using Directory = UnityEngine.Windows.Directory;
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using File = UnityEngine.Windows.File;
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namespace Unity.Netcode.Editor.Configuration
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{
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internal static class NetcodeSettingsProvider
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{
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private const float k_MaxLabelWidth = 450f;
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private static float s_MaxLabelWidth;
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private static bool s_ShowEditorSettingFields = true;
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private static bool s_ShowProjectSettingFields = true;
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[SettingsProvider]
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public static SettingsProvider CreateNetcodeSettingsProvider()
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{
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// First parameter is the path in the Settings window.
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// Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope.
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var provider = new SettingsProvider("Project/NetcodeForGameObjects", SettingsScope.Project)
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{
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label = "Netcode for GameObjects",
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keywords = new[] { "netcode", "editor" },
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guiHandler = OnGuiHandler,
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deactivateHandler = OnDeactivate
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};
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return provider;
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}
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private static void OnDeactivate()
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{
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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if (settings.TempNetworkPrefabsPath != settings.NetworkPrefabsPath)
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{
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var newPath = settings.TempNetworkPrefabsPath;
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if (newPath == "")
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{
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newPath = NetcodeForGameObjectsProjectSettings.DefaultNetworkPrefabsPath;
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settings.TempNetworkPrefabsPath = newPath;
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}
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var oldPath = settings.NetworkPrefabsPath;
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settings.NetworkPrefabsPath = settings.TempNetworkPrefabsPath;
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var dirName = Path.GetDirectoryName(newPath);
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if (!Directory.Exists(dirName))
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{
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var dirs = dirName.Split(new[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar });
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var dirsQueue = new Queue<string>(dirs);
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var parent = dirsQueue.Dequeue();
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while (dirsQueue.Count != 0)
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{
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var child = dirsQueue.Dequeue();
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var together = Path.Combine(parent, child);
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if (!Directory.Exists(together))
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{
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AssetDatabase.CreateFolder(parent, child);
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}
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parent = together;
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}
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}
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if (Directory.Exists(dirName))
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{
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if (File.Exists(oldPath))
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{
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AssetDatabase.MoveAsset(oldPath, newPath);
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if (File.Exists(oldPath))
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{
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File.Delete(oldPath);
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}
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AssetDatabase.Refresh();
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}
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}
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settings.SaveSettings();
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}
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}
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internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
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internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
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internal static NetcodeSettingsLabel MultiplayerToolsLabel;
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internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
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/// <summary>
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/// Creates an instance of the settings UI Elements if they don't already exist.
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/// </summary>
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/// <remarks>
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/// We have to construct any NetcodeGUISettings derived classes here because in
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/// version 2020.x.x EditorStyles.label does not exist yet (higher versions it does)
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/// </remarks>
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private static void CheckForInitialize()
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{
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if (NetworkObjectsSectionLabel == null)
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{
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NetworkObjectsSectionLabel = new NetcodeSettingsLabel("NetworkObject Helper Settings", 20);
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}
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if (AutoAddNetworkObjectToggle == null)
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{
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AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
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}
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if (MultiplayerToolsLabel == null)
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{
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MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
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}
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if (MultiplayerToolTipStatusToggle == null)
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{
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MultiplayerToolTipStatusToggle = new NetcodeSettingsToggle("Multiplayer Tools Install Reminder", "When enabled, the NetworkManager will display the notification to install the multiplayer tools package.", 20);
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}
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}
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private static void OnGuiHandler(string obj)
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{
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// Make sure all NetcodeGUISettings derived classes are instantiated first
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CheckForInitialize();
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var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
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var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
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var networkPrefabsPath = settings.TempNetworkPrefabsPath;
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EditorGUI.BeginChangeCheck();
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GUILayout.BeginVertical("Box");
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s_ShowEditorSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowEditorSettingFields, "Editor Settings");
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if (s_ShowEditorSettingFields)
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{
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GUILayout.BeginVertical("Box");
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NetworkObjectsSectionLabel.DrawLabel();
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
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GUILayout.EndVertical();
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GUILayout.BeginVertical("Box");
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MultiplayerToolsLabel.DrawLabel();
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multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus);
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GUILayout.EndVertical();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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GUILayout.EndVertical();
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GUILayout.BeginVertical("Box");
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s_ShowProjectSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowProjectSettingFields, "Project Settings");
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if (s_ShowProjectSettingFields)
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{
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GUILayout.BeginVertical("Box");
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const string generateNetworkPrefabsString = "Generate Default Network Prefabs List";
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const string networkPrefabsLocationString = "Default Network Prefabs List path";
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if (s_MaxLabelWidth == 0)
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{
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s_MaxLabelWidth = EditorStyles.label.CalcSize(new GUIContent(generateNetworkPrefabsString)).x;
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s_MaxLabelWidth = Mathf.Min(k_MaxLabelWidth, s_MaxLabelWidth);
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}
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EditorGUIUtility.labelWidth = s_MaxLabelWidth;
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GUILayout.Label("Network Prefabs", EditorStyles.boldLabel);
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generateDefaultPrefabs = EditorGUILayout.Toggle(
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new GUIContent(
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generateNetworkPrefabsString,
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"When enabled, a default NetworkPrefabsList object will be added to your project and kept up " +
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"to date with all NetworkObject prefabs."),
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generateDefaultPrefabs,
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GUILayout.Width(s_MaxLabelWidth + 20));
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GUI.SetNextControlName("Location");
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networkPrefabsPath = EditorGUILayout.TextField(
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new GUIContent(
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networkPrefabsLocationString,
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"The path to the asset the default NetworkPrefabList object should be stored in."),
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networkPrefabsPath,
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GUILayout.Width(s_MaxLabelWidth + 270));
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GUILayout.EndVertical();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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GUILayout.EndVertical();
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if (EditorGUI.EndChangeCheck())
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{
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NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
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settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
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settings.TempNetworkPrefabsPath = networkPrefabsPath;
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settings.SaveSettings();
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}
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}
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}
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internal class NetcodeSettingsLabel : NetcodeGUISettings
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{
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private string m_LabelContent;
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public void DrawLabel()
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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GUILayout.Label(m_LabelContent, EditorStyles.boldLabel, m_LayoutWidth);
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}
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public NetcodeSettingsLabel(string labelText, float layoutOffset = 0.0f)
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{
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m_LabelContent = labelText;
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AdjustLabelSize(labelText, layoutOffset);
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}
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}
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internal class NetcodeSettingsToggle : NetcodeGUISettings
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{
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private GUIContent m_ToggleContent;
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public bool DrawToggle(bool currentSetting)
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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}
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public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
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{
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AdjustLabelSize(labelText, layoutOffset);
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m_ToggleContent = new GUIContent(labelText, toolTip);
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}
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}
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internal class NetcodeGUISettings
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{
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private const float k_MaxLabelWidth = 450f;
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protected float m_LabelSize { get; private set; }
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protected GUILayoutOption m_LayoutWidth { get; private set; }
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protected void AdjustLabelSize(string labelText, float offset = 0.0f)
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{
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m_LabelSize = Mathf.Min(k_MaxLabelWidth, EditorStyles.label.CalcSize(new GUIContent(labelText)).x);
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m_LayoutWidth = GUILayout.Width(m_LabelSize + offset);
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}
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}
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}
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