com.unity.netcode.gameobjects@2.1.1

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
This commit is contained in:
Unity Technologies
2024-10-18 00:00:00 +00:00
parent 48c6a6121c
commit 016788c21e
34 changed files with 3048 additions and 307 deletions

View File

@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
@@ -12,9 +13,10 @@ namespace Unity.Netcode.RuntimeTests
[TestFixture(PlayerCreation.PrefabHash)]
[TestFixture(PlayerCreation.NoPlayer)]
[TestFixture(PlayerCreation.FailValidation)]
internal class ConnectionApprovalTests : NetcodeIntegrationTest
internal class ConnectionApprovalTests : IntegrationTestWithApproximation
{
private const string k_InvalidToken = "Invalid validation token!";
public enum PlayerCreation
{
Prefab,
@@ -24,6 +26,8 @@ namespace Unity.Netcode.RuntimeTests
}
private PlayerCreation m_PlayerCreation;
private bool m_ClientDisconnectReasonValidated;
private Vector3 m_ExpectedPosition;
private Quaternion m_ExpectedRotation;
private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
@@ -43,6 +47,12 @@ namespace Unity.Netcode.RuntimeTests
protected override void OnServerAndClientsCreated()
{
if (m_PlayerCreation == PlayerCreation.Prefab || m_PlayerCreation == PlayerCreation.PrefabHash)
{
m_ExpectedPosition = GetRandomVector3(-10.0f, 10.0f);
m_ExpectedRotation = Quaternion.Euler(GetRandomVector3(-359.98f, 359.98f));
}
m_ClientDisconnectReasonValidated = false;
m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
m_Validated.Clear();
@@ -104,11 +114,36 @@ namespace Unity.Netcode.RuntimeTests
return true;
}
private bool ValidatePlayersPositionRotation()
{
foreach (var playerEntries in m_PlayerNetworkObjects)
{
foreach (var player in playerEntries.Value)
{
if (!Approximately(player.Value.transform.position, m_ExpectedPosition))
{
return false;
}
if (!Approximately(player.Value.transform.rotation, m_ExpectedRotation))
{
return false;
}
}
}
return true;
}
[UnityTest]
public IEnumerator ConnectionApproval()
{
yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
AssertOnTimeout("Timed out waiting for all clients to be approved!");
if (m_PlayerCreation == PlayerCreation.Prefab || m_PlayerCreation == PlayerCreation.PrefabHash)
{
yield return WaitForConditionOrTimeOut(ValidatePlayersPositionRotation);
AssertOnTimeout("Not all player prefabs spawned in the correct position and/or rotation!");
}
}
private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
@@ -127,8 +162,8 @@ namespace Unity.Netcode.RuntimeTests
}
response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
response.Position = null;
response.Rotation = null;
response.Position = m_ExpectedPosition;
response.Rotation = m_ExpectedRotation;
response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
}