Commit d099d64
authored
* update
Adding OnOwnershipChanged(ulong previous, ulong current)
* fix
This resolves the issue with client authoritative network transforms and the random "noise" that would occur when transitioning ownership from a remote client back to the host-server.
- Latent messages from the client would still be received and processed after ownership changed.
- Ownership changed messages would proceed the NetworkTransform initialization state update message. Now ownership changed messages precede the NetworkTransform initialization state update message.
- Clients could sometimes have the same network tick value even when the tick event had triggered, which for NetworkDeltaPosition would cause dropped state updates.
* test
minor adjustment to a test that would fail from time to time due to precision.
* Merge branch 'develop' into fix/networktransform-halffloat-ownership-sync
* fix - validation bug
This is another bug in the validation test suite where removing an override of a virtual method that can still be overridden will throw an API validation error.
* update
Send deltas unreliable but synchronization and teleporting reliably.
* style
white space fixes
* test
Fixing issue with changes that require a NetworkManager to be present.
* fix
Fixing new issues (due to changes) with position not synchronizing to the target position when half float precision was enabled.
* test
minor adjustments to account for minor precision delta when quaternion compression is enabled in the NetworkTransformTests.ParentedNetworkTransformTest
* update
Resolves the api validation issue.
* update
Updating rotation and scale delta checks when sending unreliable messages.
* update
Was doing some profiling and found a few low hanging fruit areas that helps improve performance.
* style
removing whitespace
* fix
More adjustments to handle sending unreliable deltas. These changes will (when sending unreliable deltas):
- Stagger NetworkTransform axial frame synchronization
- Axial frame synchronization is sent reliably
- Axial frame synchronization is sent only if deltas have been sent (once to assure when an object stops it no longer sends syncs)
This also adjusts the "one tick event updates all NetworkTransform authority instances" addition.
* test
Fixing an issue with precision adjustments for rotation.
Adding integration test to validate the handling of dropped packets.
* update and style
Removing unused namespace.
Removing reference to static variable that no longer exists (was for debugging)
* style
removed whitespaces
* test
Removing UseUnreliableDeltas when running the TestRotationThresholdDeltaCheck as the synchronization frame could cause this test to fail.
* fix
Noticed a potential timing related parenting issue where a parented object should be fully synchronized by NetworkTransform (even though it sends transform information when parenting).
* test
Some additional tweaks to the parenting portion of the NetworkTransform tests.
* revert
Reverting the parenting adjustment, that was a bad idea.
Only reset and update interpolators if interpolation is enabled seems to resolve the earlier issue.
* test
removing unused methods.
adding 100ms latency to the NetworkTransformUTPTests.
* test
Renaming NetworkTransformUTPTests to NetworkTransformPacketLossTests
* update
Exposing the UseUnreliableDeltas property and adding UI/UX to provide users a way to disable this via the inspector view.
* test
Making NetworkTransformTests run with UseUnreliableDeltas disabled to validate this operation mode of NetworkTransform.
* test
Adding additional wait for added latency.
* update
adding change log entries.
* update
Removing some todo statements and finalizing a bit flag to assure non-authoritative instances mirror the authoritative instance's UseUnreliableDeltas settings (i.e. if owner authoritative and ownership changes the same settings should apply).
* update
Updating change log entry
* Update CHANGELOG.md
Fixing bad changelog merge
* Update CHANGELOG.md
adding CR/LF
* fix
Discovered a long time standing parenting issue with the initial synchronization (while working on something else). The issue involves WorldPositionStays, InLocalSpace, and the initial synchronization. Added comments to describe the adjustments.
Basically, when synchronizing, ignore the InLocalSpace setting and only use the WorldPositionStays value to determine which position space to use on the authoritative side only when building the initial synchronization state update.
* Update NetworkTransformStateTests.cs
Just adjusting the way a test asserts on null based on suggested review feedback.
* update
minor adjustments to when we need to send a reliable packet when sending unreliable deltas.
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-127
lines changed- com.unity.netcode.gameobjects
- Components
- Editor
- Tests/Runtime/NetworkTransform
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