Commit Graph

99 Commits

Author SHA1 Message Date
Karrar
291366479e Fixed a race condition causing a null reference exception to be thrown in the client when using IM on objects existing on an additively loaded scene. 2025-02-05 22:55:35 +03:00
Karrar
2dd0cca70c Added IsFirstNetworkFixedUpdateCall and IsLastNetworkFixedUpdateCall to NetworkSandbox. These properties are used to know if this current NetworkFixedUpdate call is the first or the last in this frame. These exclude resimulations, and only refer to new/forward ticks. 2025-01-28 06:02:03 +03:00
Karrar
14ece66a32 Fixed an issue with SetParent on pooled networked prefab instances. 2025-01-25 05:33:29 +03:00
Karrar
856f3492c6 Fixed an issue that might cause Lag Compensation not to initialize correctly if you started Netick in Awake. 2025-01-24 03:42:05 +03:00
Karrar
97106b2151 Added AddFirst, AddLast, AddBefore, AddAfter, and GetNode to NetworkLinkedList<T>. In addition, added Nodes getter to return an enumerable of the nodes of the list. 2025-01-16 22:42:47 +03:00
Karrar
e507ddf9eb Fixed an issue when destroying a network object that has a network object (network prefab instance) parented to it, causing the prefab instance not to reset properly when reused again in the future. 2025-01-11 12:14:07 +03:00
Karrar
6045b35cc1 Fixed an issue where an exception will be thrown in the server when multiple IM group changes occur to the same object at the same tick. 2025-01-10 12:10:13 +03:00
Karrar
0c08fbdacb Fixed an issue where Netick would no longer send any packet when the FPS is very low. 2025-01-06 05:53:33 +03:00
Karrar
058cbed487 Changed NetickArrayExt.ToNetworkStructArray8 to NetickArrayExt.ToNetworkArrayStruct8. 2025-01-04 06:45:46 +03:00
Karrar
4f2678125e Fixed an issue with Fast Serialization when Interest Management is enabled. 2024-12-30 16:12:38 +03:00
Karrar
a12d28ba25 Added codegen support for inheritance of network behaviors across different assemblies. 2024-11-25 23:34:49 +03:00
Karrar
ca0a757f53 Added Area of Interest Layers. This is a new feature that allows you to put different objects on different AoI layers, making it possible to query each set of objects differently. 2024-11-22 22:17:22 +03:00
Karrar
d829c37c6a Fixed an issue with Interest Management and pooled network prefab instances. 2024-11-21 11:53:50 +03:00
Karrar
e9b04b18c2 Testing an improvement to Prediction Offset calculation in the client - 2. 2024-11-20 10:54:52 +03:00
Karrar
80df2dedd3 Testing an improvement to Prediction Offset calculation in the client. 2024-11-18 19:12:11 +03:00
Karrar
b07f005b60 Fixed an issue where Netick might freeze the game when you reach Max Players. 2024-11-15 17:16:12 +03:00
Karrar
e31cb736ec Improved LiteNetLib transport performance by removing two needless data copies when sending and receiving a packet. 2024-11-11 11:27:31 +03:00
Karrar
849a0de85f Fixed an issue with OnInputSourceChanged invoke logic in the client. 2024-11-09 05:50:28 +03:00
Karrar
71984ebb3e Added LagCompensationStep, a script used to invoke NetworkFixedUpdate and NetworkRender on Netick.Pro.LagCompensation. 2024-11-07 23:44:42 +03:00
Karrar
027d929f57 Fixed an issue with the setter of the NetworkDictionary indexer failing to invoke OnChanged associated with the network dictionary. 2024-11-07 19:44:45 +03:00
Karrar
e04066cbcc Changed the Lag Compensation system to be part of the network loop instead of being hardcoded to execute after all other scripts. 2024-11-07 18:07:36 +03:00
Karrar
69b47ddf69 Added support for persistent network objects. Enabling IsPersistent on a NetworkObject will automatically mark it as DontDestroyOnLoad, preventing its instances from being destroyed on scene switches. This is only supported on network prefabs, as scene objects can't be created for a late joiner without going through the full scene changes that occurred before it connected. 2024-11-07 01:27:23 +03:00
Karrar
23f42b633a Fixed an issue with Narrow Phase Filtering causing NetworkStart to be invoked on a filtered object in the client. 2024-11-06 20:40:00 +03:00
Karrar
a6ccd3acc0 Fixed an issue with OnInputSourceChanged not being invoked in the client. 2024-11-06 15:42:57 +03:00
Karrar
8d8308c7e2 Fixed an issue with removing network objects in the client. 2024-11-05 14:51:09 +03:00
Karrar
d7c7141ae9 Fixed an issue with predicted objects being simulated when the client is not interested in them. 2024-11-03 17:52:14 +03:00
Karrar
f8e745bb32 Fixed an issue with NetworkSandbox.FindGameObjectWithTag. 2024-10-27 12:03:45 +03:00
Karrar
e84924ea8b Changed how network objects are rolled back. Now, objects are no longer rolled back when they don't have to. Before now, when Prediction Mode of an object was set to Everyone, that caused the object network state to roll back each tick. This is no longer the case. Now, the object network state is only rolled back when it was changed in the client, or the object received new a state from the server. This is a significant improvement in client CPU performance. 2024-10-25 11:12:35 +03:00
Karrar
c1b68bae1b Fixed an issue causing the main scene to duplicate in the client. The duplicate scene gets immediately unloaded. However, it causes DontDestroyOnLoad objects to duplicate. 2024-10-17 01:02:52 +03:00
Karrar
d675fa54e9 Added ensureSafety to [Networked] attribute. When it's equal to true, it will ensure that any access to this network variable will be valid and never result in a null reference exception even when Netick is not started. 2024-10-11 16:22:08 +03:00
Karrar
01d6efd4b4 Fixed an issue with calculating the normal on a box HitShape. 2024-10-08 15:36:58 +03:00
Karrar
d6e0bc5597 Added [Preserve] attributes to internal Lag Compensation methods to prevent them from being stripped when Unity Stripping Level is set to low or higher. 2024-09-30 22:21:21 +03:00
Karrar
cdf48fbcaa Fixed an issue with NetworkTransform.GetInterpolationData when agressive rotation compression is turned on. 2024-09-29 22:52:17 +03:00
Karrar
0cd07c0c1b Changed NetworkAwake behavior. Now, NetworkAwake should be reliable and safe to use. NetworkAwake is invoked immediately when a network object is created, and before any other callbacks. 2024-09-19 16:23:59 +03:00
Karrar
5acdcdbebe Added support for auto-compression (using codegen) to struct field members. Making a float-based field (such as float or Vector3) of a struct a property, and adding [Networked] attribute to it, will allow Netick to provide extra compression on it. This will noticeably reduce client->server bandwidth when done on float-based members of network input types. 2024-09-18 09:37:17 +03:00
Karrar
8dda03efcf Added NetworkSandbox.AttachGameObject and NetworkSandbox.DeattachGameObject. These methods are used to manually attach/detach game objects to/from the visibility system when using sandboxing, and attach/detach rigidbodies to/from the non-networked rigidbody interpolation system that is used to interpolate rigidbodies that are not networked in non-main physics scenes. 2024-09-13 00:18:52 +03:00
Karrar
14c122c151 Fixed an issue with IL2CPP that caused an internal ordering issue that prevented RPCs from working correctly when there are multiple RPCs with similar names in the game project. 2024-09-12 10:27:16 +03:00
Karrar
e2944d1ae6 Removed the Assemblies section in Netick Settings. Now other assemblies are automatically detected. 2024-09-10 23:14:36 +03:00
Karrar
f97e60c999 Added Normal to LagCompHit and LagCompHit2D. 2024-09-05 19:28:02 +03:00
Karrar
737209385a Fixed a rare issue that causes an OnChanged method not to be invoked when a misprediction occurs (on another variable) that causes the variable to change but no OnChanged callback is ever invoked, even though the value before rollback and the value after rollback & resimulation weren't the same. 2024-09-02 18:18:27 +03:00
Karrar
d294f65bd7 Added packet loss stats to NetworkInfo and made several other improvements. 2024-08-25 01:58:57 +03:00
Karrar
b10c8c8f06 Fixed an issue with parenting network objects. 2024-08-23 05:53:28 +03:00
Karrar
bceb246d91 Fixed an issue with calculating prediction tick offset that was causing missed inputs at very high tickrates (+100). 2024-08-20 23:12:47 +03:00
Karrar
9dc1884469 Fixed an issue with CSP that was causing very frequent speed-ups (which look like jitter) on predicted objects, which was most noticeable on fast-moving objects. 2024-08-19 02:06:53 +03:00
Karrar
8795bf71f9 Fixed an issue causing NetworkBehaviour.OnInputSourceChanged to be invoked before OnConnectedToServer network event. 2024-08-14 02:30:02 +03:00
Karrar
fd6781ea83 Fixed an issue with NetworkDictionary and NetworkHashSet causing them to override the memory of adjacent variables. 2024-08-08 18:18:48 +03:00
Karrar
22a389784c Changed the way Ids of Network Objects are assigned. Now Ids are never recycled and reused, instead, they only increment forward. In the future, we will allow the previous behavior too as an option. 2024-08-08 14:57:08 +03:00
Karrar
60c1e9323e Fixed an issue causing only up to 500 bytes worth of unreliable RPCs to be received in the client when sent together at the same tick by the server. 2024-08-05 10:27:03 +03:00
Karrar
3f02ec362c Added InputReuseAtLowFPS to Netick Settings. Read this for details: https://netick.net/docs/2/articles/understanding-client-side-prediction/writing-client-side-prediction-code.html#framerate-lower-than-tickrate 2024-08-03 03:19:47 +03:00
Karrar
417d60b93b Added a testing change to debug an issue with RPCs. 2024-08-02 22:11:31 +03:00