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chore: final 2.0.0 clean up tasks #3052

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Merged
merged 12 commits into from
Sep 9, 2024
5 changes: 5 additions & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Added

- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
Expand All @@ -20,6 +21,7 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Fixed

- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
Expand All @@ -30,6 +32,9 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Changed

- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
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Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ namespace Unity.Netcode.Editor
/// </summary>
[CustomEditor(typeof(NetworkTransform), true)]
[CanEditMultipleObjects]
public class NetworkTransformEditor : NetcodeEditorBase<NetworkBehaviour>
public class NetworkTransformEditor : NetcodeEditorBase<NetworkTransform>
{
private SerializedProperty m_SwitchTransformSpaceWhenParented;
private SerializedProperty m_TickSyncChildren;
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Original file line number Diff line number Diff line change
Expand Up @@ -584,7 +584,7 @@ public override void OnDestroy()
base.OnDestroy();
}

private void Awake()
protected virtual void Awake()
{
int layers = m_Animator.layerCount;
// Initializing the below arrays for everyone handles an issue
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Original file line number Diff line number Diff line change
Expand Up @@ -3604,8 +3604,12 @@ private void SetStateServerRpc(Vector3 pos, Quaternion rot, Vector3 scale, bool
}

/// <summary>
/// Teleport the transform to the given values without interpolating
/// Teleport an already spawned object to the given values without interpolating.
/// </summary>
/// <remarks>
/// This is intended to be used on already spawned objects, for setting the position of a dynamically spawned object just apply the transform values prior to spawning. <br />
/// With player objects, override the <see cref="OnNetworkSpawn"/> method and have the authority make adjustments to the transform prior to invoking base.OnNetworkSpawn.
/// </remarks>
/// <param name="newPosition"></param> new position to move to.
/// <param name="newRotation"></param> new rotation to rotate to.
/// <param name="newScale">new scale to scale to.</param>
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Original file line number Diff line number Diff line change
Expand Up @@ -1299,7 +1299,15 @@ internal void DisconnectClient(ulong clientId, string reason = null)
{
if (!LocalClient.IsServer)
{
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
if (NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
{
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
}
else
{
Debug.LogWarning($"Currently, clients cannot disconnect other clients from a distributed authority session. Please use `{nameof(Shutdown)}()` instead.");
return;
}
}

if (clientId == NetworkManager.ServerClientId)
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11 changes: 10 additions & 1 deletion com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs
Original file line number Diff line number Diff line change
Expand Up @@ -938,6 +938,7 @@ private bool InternalHasAuthority()
/// <summary>
/// If true, the object will always be replicated as root on clients and the parent will be ignored.
/// </summary>
[Tooltip("If enabled (default disabled), instances of this NetworkObject will ignore any parent(s) it might have and replicate on clients as the root being its parent.")]
public bool AlwaysReplicateAsRoot;

/// <summary>
Expand All @@ -955,6 +956,8 @@ private bool InternalHasAuthority()
/// bandwidth cost. This can also be useful for UI elements that have
/// a predetermined fixed position.
/// </remarks>
[Tooltip("If enabled (default enabled), newly joining clients will be synchronized with the transform of the associated GameObject this component is attached to. Typical use case" +
" scenario would be for managment objects or in-scene placed objects that don't move and already have their transform settings applied within the scene information.")]
public bool SynchronizeTransform = true;

/// <summary>
Expand Down Expand Up @@ -1012,6 +1015,7 @@ public void SetSceneObjectStatus(bool isSceneObject = false)
/// To synchronize clients of a <see cref="NetworkObject"/>'s scene being changed via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>,
/// make sure <see cref="SceneMigrationSynchronization"/> is enabled (it is by default).
/// </remarks>
[Tooltip("When enabled (default disabled), spawned instances of this NetworkObject will automatically migrate to any newly assigned active scene.")]
public bool ActiveSceneSynchronization;

/// <summary>
Expand All @@ -1030,6 +1034,7 @@ public void SetSceneObjectStatus(bool isSceneObject = false)
/// is <see cref="true"/> and <see cref="ActiveSceneSynchronization"/> is <see cref="false"/> and the scene is not the currently
/// active scene, then the <see cref="NetworkObject"/> will be destroyed.
/// </remarks>
[Tooltip("When enabled (default enabled), dynamically spawned instances of this NetworkObject's migration to a different scene will automatically be synchonize amongst clients.")]
public bool SceneMigrationSynchronization = true;

/// <summary>
Expand All @@ -1045,7 +1050,7 @@ public void SetSceneObjectStatus(bool isSceneObject = false)
/// <summary>
/// When set to false, the NetworkObject will be spawned with no observers initially (other than the server)
/// </summary>
[Tooltip("When false, the NetworkObject will spawn with no observers initially. (default is true)")]
[Tooltip("When disabled (default enabled), the NetworkObject will spawn with no observers. You control object visibility using NetworkShow. This applies to newly joining clients as well.")]
public bool SpawnWithObservers = true;

/// <summary>
Expand Down Expand Up @@ -1074,11 +1079,13 @@ public void SetSceneObjectStatus(bool isSceneObject = false)
/// Whether or not to destroy this object if it's owner is destroyed.
/// If true, the objects ownership will be given to the server.
/// </summary>
[Tooltip("When enabled (default disabled), instances of this NetworkObject will not be destroyed if the owning client disconnects.")]
public bool DontDestroyWithOwner;

/// <summary>
/// Whether or not to enable automatic NetworkObject parent synchronization.
/// </summary>
[Tooltip("When disabled (default enabled), NetworkObject parenting will not be automatically synchronized. This is typically used when you want to implement your own custom parenting solution.")]
public bool AutoObjectParentSync = true;

/// <summary>
Expand All @@ -1091,12 +1098,14 @@ public void SetSceneObjectStatus(bool isSceneObject = false)
/// When using a <see cref="NetworkTopologyTypes.ClientServer"/> network topology and an owner authoritative motion model, disabling this can help smooth parenting transitions.
/// When using a <see cref="NetworkTopologyTypes.DistributedAuthority"/> network topology this will have no impact on the owner's instance since only the authority/owner can parent.
/// </remarks>
[Tooltip("When disabled (default enabled), the owner will not apply a server or host's transform properties when parenting changes. Primarily useful for client-server network topology configurations.")]
public bool SyncOwnerTransformWhenParented = true;

/// <summary>
/// Client-Server specific, when enabled an owner of a NetworkObject can parent locally as opposed to requiring the owner to notify the server it would like to be parented.
/// This behavior is always true when using a distributed authority network topology and does not require it to be set.
/// </summary>
[Tooltip("When enabled (default disabled), owner's can parent a NetworkObject locally without having to send an RPC to the server or host. Only pertinent when using client-server network topology configurations.")]
public bool AllowOwnerToParent;

internal readonly HashSet<ulong> Observers = new HashSet<ulong>();
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Original file line number Diff line number Diff line change
@@ -1,4 +1,3 @@
using System;
using Unity.Collections;

namespace Unity.Netcode
Expand Down Expand Up @@ -34,21 +33,13 @@ public unsafe void Handle(ref NetworkContext context)
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
{
// With distributed authority mode, we can send Rpcs before we have been notified the NetworkObject is despawned.
// DANGO-TODO: Should the CMB Service cull out any Rpcs targeting recently despawned NetworkObjects?
// DANGO-TODO: This would require the service to keep track of despawned NetworkObjects since we re-use NetworkObject identifiers.
if (networkManager.DistributedAuthorityMode)
// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
if (networkManager.LogLevel == LogLevel.Developer)
{
if (networkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
}
return;
}
else
{
throw new InvalidOperationException($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
}
return;
}

var observers = networkObject.Observers;
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Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,13 @@ public static void Handle(ref NetworkContext context, ref RpcMetadata metadata,
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject))
{
throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
if (networkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[{metadata.NetworkObjectId}, {metadata.NetworkBehaviourId}, {metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
}
return;
}
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);

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