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)
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@@ -12,8 +12,6 @@ namespace Unity.Netcode.RuntimeTests
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internal class NetworkObjectSpawnManyObjectsTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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// "many" in this case means enough to exceed a ushort_max message size written in the header
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// 1500 is not a magic number except that it's big enough to trigger a failure
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private const int k_SpawnedObjects = 1500;
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private NetworkPrefab m_PrefabToSpawn;
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@@ -52,19 +50,23 @@ namespace Unity.Netcode.RuntimeTests
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}
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[UnityTest]
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// When this test fails it does so without an exception and will wait the default ~6 minutes
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[Timeout(10000)]
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public IEnumerator WhenManyObjectsAreSpawnedAtOnce_AllAreReceived()
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{
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var timeStarted = Time.realtimeSinceStartup;
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for (int x = 0; x < k_SpawnedObjects; x++)
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{
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NetworkObject serverObject = Object.Instantiate(m_PrefabToSpawn.Prefab).GetComponent<NetworkObject>();
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serverObject.NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.Spawn();
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}
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var timeSpawned = Time.realtimeSinceStartup - timeStarted;
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// Provide plenty of time to spawn all 1500 objects in case the CI VM is running slow
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var timeoutHelper = new TimeoutHelper(30);
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// ensure all objects are replicated
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yield return WaitForConditionOrTimeOut(() => SpawnObjecTrackingComponent.SpawnedObjects == k_SpawnedObjects);
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AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects!");
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yield return WaitForConditionOrTimeOut(() => SpawnObjecTrackingComponent.SpawnedObjects == k_SpawnedObjects, timeoutHelper);
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AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects! Time to spawn: {timeSpawned} | Time to timeout: {timeStarted - Time.realtimeSinceStartup}", timeoutHelper);
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}
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}
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}
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