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fix: NetworkConfig checksum hash include TickRate #1513

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Dec 11, 2021
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12 changes: 5 additions & 7 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,19 +22,18 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkConfig to no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)

- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed client player object being destroyed on server when the client's player object has DontDestroyWithOwner set. (#1433)
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0. (#1480)
- Fixed an exception being thrown during NetworkVariableDeltaMessage serialization when EnsureNetworkVariableLengthSafety is enabled (#1487)
- Fixed: NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1481)

- Fixed: Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1509)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1481)
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1509)
- Fixed KeyNotFoundException when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed issue where pooled NetworkObjects using NetworkTransform would interpolate from their last de-spawned position to the newly spawned position (#1505)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect. (#1513)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)

### Changed
Expand All @@ -45,7 +44,6 @@ Additional documentation and release notes are available at [Multiplayer Documen
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)


## [1.0.0-pre.3] - 2021-10-22

### Added
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Original file line number Diff line number Diff line change
Expand Up @@ -239,6 +239,8 @@ public ulong GetConfig(bool cache = true)
writer.WriteValueSafe(sortedEntry.Key);
}
}

writer.WriteValueSafe(TickRate);
writer.WriteValueSafe(ConnectionApproval);
writer.WriteValueSafe(ForceSamePrefabs);
writer.WriteValueSafe(EnableSceneManagement);
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