com.unity.netcode.gameobjects@2.2.0
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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
This commit is contained in:
@@ -17,7 +17,8 @@ namespace Unity.Netcode
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// ClientsAndHost sends to everyone who runs any client logic
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// So if the server is a host, this target includes it (as hosts run client logic)
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// If the server is not a host, this target leaves it out, ergo the selection of NotServer.
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if (behaviour.NetworkManager.ServerIsHost)
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// If we are in distributed authority mode and connected to a service, then send to all clients.
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if (behaviour.NetworkManager.ServerIsHost || (m_NetworkManager.DistributedAuthorityMode && m_NetworkManager.CMBServiceConnection))
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{
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m_UnderlyingTarget = behaviour.RpcTarget.Everyone;
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}
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@@ -4,12 +4,14 @@ namespace Unity.Netcode
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{
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private IGroupRpcTarget m_GroupSendTarget;
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private ServerRpcTarget m_ServerRpcTarget;
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private NotAuthorityRpcTarget m_NotAuthorityRpcTarget;
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private LocalSendRpcTarget m_LocalSendRpcTarget;
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public override void Dispose()
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{
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m_ServerRpcTarget.Dispose();
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m_LocalSendRpcTarget.Dispose();
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m_NotAuthorityRpcTarget.Dispose();
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if (m_GroupSendTarget != null)
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{
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m_GroupSendTarget.Target.Dispose();
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@@ -19,6 +21,13 @@ namespace Unity.Netcode
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internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
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{
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// Not owner is the same as not authority in distributed authority mode
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if (m_NetworkManager.DistributedAuthorityMode)
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{
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m_NotAuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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return;
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}
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if (m_GroupSendTarget == null)
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{
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if (behaviour.IsServer)
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@@ -86,6 +95,7 @@ namespace Unity.Netcode
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{
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m_ServerRpcTarget = new ServerRpcTarget(manager);
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m_LocalSendRpcTarget = new LocalSendRpcTarget(manager);
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m_NotAuthorityRpcTarget = new NotAuthorityRpcTarget(manager);
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}
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}
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}
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@@ -51,7 +51,13 @@ namespace Unity.Netcode
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continue;
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}
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if (clientId == behaviour.NetworkManager.LocalClientId)
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// If we are in distributed authority mode and connected to the service, then we exclude the owner/authority from the list
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if (m_NetworkManager.DistributedAuthorityMode && m_NetworkManager.CMBServiceConnection && clientId == behaviour.OwnerClientId)
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{
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continue;
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}
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if (clientId == m_NetworkManager.LocalClientId)
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{
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m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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continue;
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@@ -5,9 +5,12 @@ namespace Unity.Netcode
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private IIndividualRpcTarget m_UnderlyingTarget;
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private LocalSendRpcTarget m_LocalRpcTarget;
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private ServerRpcTarget m_ServerRpcTarget;
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private AuthorityRpcTarget m_AuthorityRpcTarget;
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public override void Dispose()
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{
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m_AuthorityRpcTarget.Dispose();
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m_ServerRpcTarget.Dispose();
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m_LocalRpcTarget.Dispose();
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if (m_UnderlyingTarget != null)
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{
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@@ -18,6 +21,13 @@ namespace Unity.Netcode
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internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
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{
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// Sending to owner is the same as sending to authority in distributed authority mode
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if (m_NetworkManager.DistributedAuthorityMode)
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{
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m_AuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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return;
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}
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if (behaviour.OwnerClientId == behaviour.NetworkManager.LocalClientId)
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{
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m_LocalRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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@@ -49,6 +59,7 @@ namespace Unity.Netcode
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{
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m_LocalRpcTarget = new LocalSendRpcTarget(manager);
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m_ServerRpcTarget = new ServerRpcTarget(manager);
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m_AuthorityRpcTarget = new AuthorityRpcTarget(manager);
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}
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}
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}
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@@ -79,9 +79,28 @@ namespace Unity.Netcode
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SpecifiedInParams
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}
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/// <summary>
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/// This parameter configures a performance optimization. This optimization is not valid in all situations.<br />
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/// Because BaseRpcTarget is a managed type, allocating a new one is expensive, as it puts pressure on the garbage collector.
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/// </summary>
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/// <remarks>
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/// When using a <see cref="Temp"/> allocation type for the RPC target(s):<br />
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/// You typically don't need to worry about persisting the <see cref="BaseRpcTarget"/> generated.
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/// When using a <see cref="Persistent"/> allocation type for the RPC target(s): <br />
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/// You will want to use <see cref="RpcTarget"/>, which returns <see cref="BaseRpcTarget"/>, during <see cref="NetworkBehaviour"/> initialization (i.e. <see cref="NetworkBehaviour.OnNetworkPostSpawn"/>) and it to a property.<br />
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/// Then, When invoking the RPC, you would use your <see cref="BaseRpcTarget"/> which is a persisted allocation of a given set of client identifiers.
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/// !! Important !!<br />
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/// You will want to invoke <see cref="BaseRpcTarget.Dispose"/> of any persisted properties created via <see cref="RpcTarget"/> when despawning or destroying the associated <see cref="NetworkBehaviour"/> component's <see cref="NetworkObject"/>. Not doing so will result in small memory leaks.
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/// </remarks>
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public enum RpcTargetUse
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{
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/// <summary>
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/// Creates a temporary <see cref="BaseRpcTarget"/> used for the frame an <see cref="RpcAttribute"/> decorated method is invoked.
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/// </summary>
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Temp,
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/// <summary>
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/// Creates a persisted <see cref="BaseRpcTarget"/> that does not change and will persist until <see cref="BaseRpcTarget.Dispose"/> is called.
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/// </summary>
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Persistent
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}
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@@ -1,8 +1,10 @@
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using Unity.Collections;
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namespace Unity.Netcode
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{
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internal class ServerRpcTarget : BaseRpcTarget
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{
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protected BaseRpcTarget m_UnderlyingTarget;
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protected ProxyRpcTarget m_ProxyRpcTarget;
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public override void Dispose()
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{
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@@ -11,13 +13,62 @@ namespace Unity.Netcode
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m_UnderlyingTarget.Dispose();
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m_UnderlyingTarget = null;
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}
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if (m_ProxyRpcTarget != null)
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{
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m_ProxyRpcTarget.Dispose();
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m_ProxyRpcTarget = null;
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}
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}
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internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
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{
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// For distributed authority the "server" is considered the authority of the object
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if (behaviour.NetworkManager.DistributedAuthorityMode && behaviour.NetworkManager.CMBServiceConnection)
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{
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UnityEngine.Debug.LogWarning("[Invalid Target] There is no server to send to when in Distributed Authority mode!");
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// If the local instance is the owner, then invoke the message locally on this behaviour
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if (behaviour.IsOwner)
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{
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var context = new NetworkContext
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{
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SenderId = m_NetworkManager.LocalClientId,
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Timestamp = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup,
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SystemOwner = m_NetworkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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Header = new NetworkMessageHeader(),
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SerializedHeaderSize = 0,
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MessageSize = 0
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};
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using var tempBuffer = new FastBufferReader(message.WriteBuffer, Allocator.None);
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message.ReadBuffer = tempBuffer;
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message.Handle(ref context);
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// If enabled, then add the RPC metrics for this
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#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
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int length = tempBuffer.Length;
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if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
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{
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m_NetworkManager.NetworkMetrics.TrackRpcSent(
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m_NetworkManager.LocalClientId,
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behaviour.NetworkObject,
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rpcMethodName,
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behaviour.__getTypeName(),
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length);
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}
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#endif
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}
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else // Otherwise, send a proxied message to the owner of the object
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{
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if (m_ProxyRpcTarget == null)
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{
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m_ProxyRpcTarget = new ProxyRpcTarget(behaviour.OwnerClientId, m_NetworkManager);
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}
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else
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{
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m_ProxyRpcTarget.SetClientId(behaviour.OwnerClientId);
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}
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m_ProxyRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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}
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return;
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}
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