fix: improve networking warning messages [MTT-1293] (#1855)
* fix: improve networking warning messages Co-authored-by: Fatih Mar <mfatihmar@gmail.com>
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@ -36,6 +36,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
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- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
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- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
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- Fixed parenting warning printing for false positives (#1855)
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## [1.0.0-pre.6] - 2022-03-02
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@ -1284,6 +1284,8 @@ namespace Unity.Netcode
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NetworkMetrics.UpdateNetworkObjectsCount(SpawnManager.SpawnedObjects.Count);
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NetworkMetrics.UpdateConnectionsCount((IsServer) ? ConnectedClients.Count : 1);
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NetworkMetrics.DispatchFrame();
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NetworkObject.VerifyParentingStatus();
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}
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SpawnManager.CleanupStaleTriggers();
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@ -658,13 +658,7 @@ namespace Unity.Netcode
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if (!NetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_LatestParent.Value))
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{
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if (OrphanChildren.Add(this))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"{nameof(NetworkObject)} ({name}) cannot find its parent, added to {nameof(OrphanChildren)} set");
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}
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}
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OrphanChildren.Add(this);
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return false;
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}
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@ -757,6 +751,27 @@ namespace Unity.Netcode
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}
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}
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// NGO currently guarantees that the client will receive spawn data for all objects in one network tick.
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// Children may arrive before their parents; when they do they are stored in OrphanedChildren and then
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// resolved when their parents arrived. Because we don't send a partial list of spawns (yet), something
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// has gone wrong if by the end of an update we still have unresolved orphans
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//
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// if and when we have different systems for where it is expected that orphans survive across ticks,
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// then this warning will remind us that we need to revamp the system because then we can no longer simply
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// spawn the orphan without its parent (at least, not when its transform is set to local coords mode)
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// - because then you’ll have children popping at the wrong location not having their parent’s global position to root them
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// - and then they’ll pop to the correct location after they get the parent, and that would be not good
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internal static void VerifyParentingStatus()
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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if (OrphanChildren.Count > 0)
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{
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NetworkLog.LogWarning($"{nameof(NetworkObject)} ({OrphanChildren.Count}) children not resolved to parents by the end of frame");
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}
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}
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}
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internal void SetNetworkVariableData(FastBufferReader reader)
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{
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for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
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