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0.0.4

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@xaroth8088 xaroth8088 released this 24 Mar 19:08
· 56 commits to main since this release
7fbc535

Changed

  • Major refactoring of how game events work internally. They should be substantially more reliable and predictable now.
  • NetworkID management moved to NetworkIdManager class, accessible through networkStateManager.networkIdManager
  • Refactored allocation of network id's, so that they can be more easily reused (and play nicer with rollback scenarios)
  • Fixed some bugs in state DTOs where get accessors could return an object that wasn't actually used internally
  • Rigidbody sleep/wake state are now sync'd (note: this may be removed later, as it's unclear if it's strictly required)
  • When StateBuffer is asked for a non-existent frame, it returns the last known state before that frame instead of a blank frame
  • Some event delgates have changed their signatures
  • Lifecycle events asking NSM for gameTick will get the tick associated with the frame in progress, which may be different from the "real" game tick
  • Misc code cleanup and organization improvements

Added

  • Hello, NetworkStateManager demo project added.
  • OnRollbackEvents lifecycle event
  • Unity's Random number generator is now determistically synchronized
  • Various toggles for debugging more complex rollback scenarios
  • networkStateManager.isReplaying can be used to determine whether a lifecycle event is happening during normal playback or a replay scenario
  • Truly verbose verbose logging. Truly.