Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
14 changes: 11 additions & 3 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,16 +10,24 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Added

- Added `NetworkPrefabInstanceHandlerWithData<T>`, a variant of `INetworkPrefabInstanceHandler` that provides access to custom instantiation data directly within the `Instantiate()` method. (#3430)

### Fixed


### Changed


## [2.4.2] - 2025-06-13

### Fixed

- Fixed `NullReferenceException` on `NetworkList` when used without a NetworkManager in scene. (#3503)
- Fixed issue where `NetworkClient` could persist some settings if re-using the same `NetworkManager` instance. (#3491)
- Fixed issue where a pooled `NetworkObject` was not resetting the internal latest parent property when despawned. (#3491)
- Fixed issue where the initial client synchronization pre-serialization process was not excluding spawned `NetworkObject` instances that already had pending visibility for the client being synchronized. (#3488)
- Fixed issue where there was a potential for a small memory leak in the `ConnectionApprovedMessage`. (#3486)

### Changed


## [2.4.1] - 2025-06-11

Expand All @@ -39,7 +47,7 @@ Additional documentation and release notes are available at [Multiplayer Documen

- Added `SinglePlayerTransport` that provides the ability to start as a host for a single player network session. (#3473)
- When using UnityTransport >=2.4 and Unity >= 6000.1.0a1, SetConnectionData will accept a fully qualified hostname instead of an IP as a connect address on the client side. (#3441)
- Added `NetworkPrefabInstanceHandlerWithData<T>`, a variant of `INetworkPrefabInstanceHandler` that provides access to custom instantiation data directly within the `Instantiate()` method. (#3430)


### Fixed

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -144,9 +144,9 @@ public void Serialize(FastBufferWriter writer, int targetVersion)
var startingSize = writer.Length;
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
var shouldWrite = networkVariable.IsDirty() &&
networkVariable.CanClientRead(TargetClientId) &&
(networkManager.IsServer || networkVariable.CanClientWrite(networkManager.LocalClientId)) &&
networkVariable.CanSend();
networkVariable.CanClientRead(TargetClientId)
&& (networkManager.IsServer ||
(networkVariable.CanWrite && networkVariable.CanSend()));

// Prevent the server from writing to the client that owns a given NetworkVariable
// Allowing the write would send an old value to the client and cause jitter
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -217,7 +217,7 @@ public void Anticipate(T value)
m_LastAnticipationCounter = m_NetworkBehaviour.NetworkManager.AnticipationSystem.AnticipationCounter;
m_AnticipatedValue = value;
NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
if (CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
if (CanWrite)
{
AuthoritativeValue = value;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -428,7 +428,7 @@ public IEnumerator<T> GetEnumerator()
public void Add(T item)
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
if (CannotWrite)
{
LogWritePermissionError();
return;
Expand All @@ -455,7 +455,7 @@ public void Add(T item)
public void Clear()
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
if (CannotWrite)
{
LogWritePermissionError();
return;
Expand Down Expand Up @@ -493,7 +493,7 @@ public bool Contains(T item)
public bool Remove(T item)
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
if (CannotWrite)
{
LogWritePermissionError();
return false;
Expand Down Expand Up @@ -542,7 +542,7 @@ public int IndexOf(T item)
public void Insert(int index, T item)
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
if (CannotWrite)
{
LogWritePermissionError();
return;
Expand Down Expand Up @@ -578,7 +578,7 @@ public void Insert(int index, T item)
public void RemoveAt(int index)
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
if (CannotWrite)
{
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
}
Expand Down Expand Up @@ -610,7 +610,7 @@ public T this[int index]
set
{
// check write permissions
if (!CanClientWrite(m_NetworkManager.LocalClientId))
if (CannotWrite)
{
LogWritePermissionError();
return;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -128,7 +128,7 @@ public virtual T Value
get => m_InternalValue;
set
{
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
if (CannotWrite)
{
LogWritePermissionError();
return;
Expand Down Expand Up @@ -162,7 +162,7 @@ public bool CheckDirtyState(bool forceCheck = false)
var isDirty = base.IsDirty();

// A client without permissions invoking this method should only check to assure the current value is equal to the last known current value
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
if (CannotWrite)
{
// If modifications are detected, then revert back to the last known current value
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
Expand Down Expand Up @@ -245,7 +245,7 @@ public override bool IsDirty()
{
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
// to the original collection value prior to applying updates (primarily for collections).
if (!NetworkUpdaterCheck && m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
if (!NetworkUpdaterCheck && CannotWrite && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
return true;
Expand Down Expand Up @@ -307,7 +307,7 @@ public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
// to the original collection value prior to applying updates (primarily for collections).
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
if (CannotWrite && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
}
Expand Down Expand Up @@ -349,7 +349,7 @@ public override void ReadField(FastBufferReader reader)
{
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
// to the original collection value prior to applying updates (primarily for collections).
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
if (CannotWrite && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
{
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -381,6 +381,16 @@ public bool CanClientWrite(ulong clientId)
}
}

/// <summary>
/// Returns true if the current <see cref="NetworkManager.LocalClientId"/> can write to this variable; otherwise false.
/// </summary>
internal bool CanWrite => m_NetworkManager && CanClientWrite(m_NetworkManager.LocalClientId);

/// <summary>
/// Returns false if the current <see cref="NetworkManager.LocalClientId"/> can write to this variable; otherwise true.
/// </summary>
internal bool CannotWrite => m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId);

/// <summary>
/// Returns the ClientId of the owning client
/// </summary>
Expand Down
2 changes: 1 addition & 1 deletion com.unity.netcode.gameobjects/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
"name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "2.4.1",
"version": "2.4.2",
"unity": "6000.0",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.11.4",
Expand Down