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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -51,7 +51,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
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- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
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## [1.3.0]
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## [1.3.0] - 2023-03-20
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### Added
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@@ -60,7 +60,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Changed
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- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
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- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.1.
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- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450)
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-`NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`.
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- Dirty `NetworkObject` are reset at end-of-frame and not at serialization time.
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-`NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair.
NetworkLog.LogWarning($"Message received from {nameof(senderId)}={senderId} before it has been accepted");
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if(NetworkLog.CurrentLogLevel<=LogLevel.Normal)
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{
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NetworkLog.LogError($"A {nameof(ConnectionApprovedMessage)} was received from a client on the server side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {MessagingSystem.ByteArrayToString(messageContent.ToArray(),0,messageContent.Length)}");
NetworkLog.LogError($"A {nameof(ConnectionRequestMessage)} was received from a client when the connection has already been established. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {MessagingSystem.ByteArrayToString(messageContent.ToArray(),0,messageContent.Length)}");
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}
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returnfalse;
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}
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}
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else
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{
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if(messageType==typeof(ConnectionRequestMessage))
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{
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if(NetworkLog.CurrentLogLevel<=LogLevel.Normal)
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{
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NetworkLog.LogError($"A {nameof(ConnectionRequestMessage)} was received from the server on the client side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {MessagingSystem.ByteArrayToString(messageContent.ToArray(),0,messageContent.Length)}");
NetworkLog.LogError($"A {nameof(ConnectionApprovedMessage)} was received from the server when the connection has already been established. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {MessagingSystem.ByteArrayToString(messageContent.ToArray(),0,messageContent.Length)}");
NetworkLog.LogWarning("Received a packet too small to contain a BatchHeader. Ignoring it.");
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NetworkLog.LogError("Received a packet too small to contain a BatchHeader. Ignoring it.");
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return;
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}
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batchReader.ReadValue(outBatchHeaderbatchHeader);
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if(batchHeader.Magic!=BatchHeader.MagicValue)
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{
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NetworkLog.LogError($"Received a packet with an invalid Magic Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Offset: {data.Offset}, Size: {data.Count}, Full receive array: {ByteArrayToString(data.Array,0,data.Array.Length)}");
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return;
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}
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if(batchHeader.BatchSize!=data.Count)
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{
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NetworkLog.LogError($"Received a packet with an invalid Batch Size Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Offset: {data.Offset}, Size: {data.Count}, Expected Size: {batchHeader.BatchSize}, Full receive array: {ByteArrayToString(data.Array,0,data.Array.Length)}");
NetworkLog.LogError($"Received a packet with an invalid Hash Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Received Hash: {batchHeader.BatchHash}, Calculated Hash: {hash}, Offset: {data.Offset}, Size: {data.Count}, Full receive array: {ByteArrayToString(data.Array,0,data.Array.Length)}");
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