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:
@@ -265,6 +265,8 @@ namespace Unity.Netcode.RuntimeTests
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// After the 1st client has been given ownership to the object, this will be used to make sure each previous owner properly received the remove ownership message
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var previousClientComponent = (NetworkObjectOwnershipComponent)null;
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var networkManagersDAMode = new List<NetworkManager>();
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for (int clientIndex = 0; clientIndex < NumberOfClients; clientIndex++)
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{
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clientObject = clientObjects[clientIndex];
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@@ -322,6 +324,21 @@ namespace Unity.Netcode.RuntimeTests
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// In distributed authority mode, the current owner just rolls the ownership back over to the DAHost client (i.e. host mocking CMB Service)
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if (m_DistributedAuthority)
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{
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// In distributed authority, we have to clear out the NetworkManager instances as this changes relative to authority.
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networkManagersDAMode.Clear();
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (clientNetworkManager.LocalClientId == clientObject.OwnerClientId)
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{
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continue;
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}
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networkManagersDAMode.Add(clientNetworkManager);
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}
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if (!UseCMBService() && clientObject.OwnerClientId != m_ServerNetworkManager.LocalClientId)
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{
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networkManagersDAMode.Add(m_ServerNetworkManager);
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}
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clientObject.ChangeOwnership(NetworkManager.ServerClientId);
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}
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else
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@@ -330,7 +347,18 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
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if (m_DistributedAuthority)
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{
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// We use an alternate method (other than message hooks) to verify each client received the ownership message since message hooks becomes problematic when you need
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// to make dynamic changes to your targets.
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yield return WaitForConditionOrTimeOut(() => OwnershipChangedOnAllTargetedClients(networkManagersDAMode, clientObject.NetworkObjectId, NetworkManager.ServerClientId));
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}
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else
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{
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yield return WaitForConditionOrTimeOut(ownershipMessageHooks);
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}
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to receive the {nameof(ChangeOwnershipMessage)} message (back to server).");
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Assert.That(serverComponent.OnGainedOwnershipFired);
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@@ -351,6 +379,22 @@ namespace Unity.Netcode.RuntimeTests
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serverComponent.ResetFlags();
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}
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private bool OwnershipChangedOnAllTargetedClients(List<NetworkManager> networkManagers, ulong networkObjectId, ulong expectedOwner)
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{
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foreach (var networkManager in networkManagers)
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{
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if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
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{
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return false;
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}
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if (networkManager.SpawnManager.SpawnedObjects[networkObjectId].OwnerClientId != expectedOwner)
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{
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return false;
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}
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}
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return true;
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}
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private const int k_NumberOfSpawnedObjects = 5;
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private bool AllClientsHaveCorrectObjectCount()
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