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:
@@ -2,6 +2,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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using Unity.Netcode.TestHelpers.Runtime;
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@@ -539,5 +540,279 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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}
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[TestFixture(HostOrServer.DAHost, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using distributed authority
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[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Server)] // Validate we have not impacted NetworkTransform server authoritative mode
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[TestFixture(HostOrServer.Host, NetworkTransform.AuthorityModes.Owner)] // Validate the NetworkTransform owner authoritative mode fix using client-server
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internal class NestedNetworkTransformTests : IntegrationTestWithApproximation
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{
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private const int k_NestedChildren = 5;
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protected override int NumberOfClients => 2;
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private GameObject m_SpawnObject;
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private NetworkTransform.AuthorityModes m_AuthorityMode;
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private StringBuilder m_ErrorLog = new StringBuilder();
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private List<NetworkManager> m_NetworkManagers = new List<NetworkManager>();
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private List<GameObject> m_SpawnedObjects = new List<GameObject>();
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public NestedNetworkTransformTests(HostOrServer hostOrServer, NetworkTransform.AuthorityModes authorityMode) : base(hostOrServer)
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{
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m_AuthorityMode = authorityMode;
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}
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/// <summary>
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/// Creates a player prefab with several nested NetworkTransforms
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/// </summary>
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protected override void OnCreatePlayerPrefab()
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{
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var networkTransform = m_PlayerPrefab.AddComponent<NetworkTransform>();
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networkTransform.AuthorityMode = m_AuthorityMode;
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var parent = m_PlayerPrefab;
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// Add several nested NetworkTransforms
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for (int i = 0; i < k_NestedChildren; i++)
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{
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var nestedChild = new GameObject();
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nestedChild.transform.parent = parent.transform;
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var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
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nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
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nestedNetworkTransform.InLocalSpace = true;
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parent = nestedChild;
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}
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base.OnCreatePlayerPrefab();
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}
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private void RandomizeObjectTransformPositions(GameObject gameObject)
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{
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var networkObject = gameObject.GetComponent<NetworkObject>();
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Assert.True(networkObject.ChildNetworkBehaviours.Count > 0);
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foreach (var networkTransform in networkObject.NetworkTransforms)
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{
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networkTransform.gameObject.transform.position = GetRandomVector3(-15.0f, 15.0f);
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}
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}
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/// <summary>
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/// Randomizes each player's position when validating distributed authority
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/// </summary>
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/// <returns></returns>
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private GameObject FetchLocalPlayerPrefabToSpawn()
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{
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RandomizeObjectTransformPositions(m_PlayerPrefab);
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return m_PlayerPrefab;
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}
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/// <summary>
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/// Randomizes the player position when validating client-server
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/// </summary>
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/// <param name="connectionApprovalRequest"></param>
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/// <param name="connectionApprovalResponse"></param>
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private void ConnectionApprovalHandler(NetworkManager.ConnectionApprovalRequest connectionApprovalRequest, NetworkManager.ConnectionApprovalResponse connectionApprovalResponse)
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{
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connectionApprovalResponse.Approved = true;
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connectionApprovalResponse.CreatePlayerObject = true;
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RandomizeObjectTransformPositions(m_PlayerPrefab);
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connectionApprovalResponse.Position = GetRandomVector3(-15.0f, 15.0f);
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}
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protected override void OnServerAndClientsCreated()
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{
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// Create a prefab to spawn with each NetworkManager as the owner
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m_SpawnObject = CreateNetworkObjectPrefab("SpawnObj");
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var networkTransform = m_SpawnObject.AddComponent<NetworkTransform>();
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networkTransform.AuthorityMode = m_AuthorityMode;
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var parent = m_SpawnObject;
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// Add several nested NetworkTransforms
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for (int i = 0; i < k_NestedChildren; i++)
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{
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var nestedChild = new GameObject();
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nestedChild.transform.parent = parent.transform;
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var nestedNetworkTransform = nestedChild.AddComponent<NetworkTransform>();
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nestedNetworkTransform.AuthorityMode = m_AuthorityMode;
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nestedNetworkTransform.InLocalSpace = true;
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parent = nestedChild;
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}
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if (m_DistributedAuthority)
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{
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if (!UseCMBService())
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{
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m_ServerNetworkManager.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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client.OnFetchLocalPlayerPrefabToSpawn = FetchLocalPlayerPrefabToSpawn;
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}
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}
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else
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{
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m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
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m_ServerNetworkManager.ConnectionApprovalCallback += ConnectionApprovalHandler;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.ConnectionApproval = true;
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}
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}
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base.OnServerAndClientsCreated();
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}
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/// <summary>
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/// Validates the transform positions of two NetworkObject instances
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/// </summary>
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/// <param name="current">the local instance (source of truth)</param>
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/// <param name="testing">the remote instance</param>
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/// <returns></returns>
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private bool ValidateTransforms(NetworkObject current, NetworkObject testing)
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{
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if (current.ChildNetworkBehaviours.Count == 0 || testing.ChildNetworkBehaviours.Count == 0)
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{
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return false;
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}
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for (int i = 0; i < current.NetworkTransforms.Count - 1; i++)
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{
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var transformA = current.NetworkTransforms[i].transform;
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var transformB = testing.NetworkTransforms[i].transform;
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if (!Approximately(transformA.position, transformB.position))
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{
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m_ErrorLog.AppendLine($"TransformA Position {transformA.position} != TransformB Position {transformB.position}");
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return false;
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}
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if (!Approximately(transformA.localPosition, transformB.localPosition))
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{
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m_ErrorLog.AppendLine($"TransformA Local Position {transformA.position} != TransformB Local Position {transformB.position}");
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return false;
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}
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if (transformA.parent != null)
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{
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if (current.NetworkTransforms[i].InLocalSpace != testing.NetworkTransforms[i].InLocalSpace)
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{
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m_ErrorLog.AppendLine($"NetworkTransform-{current.OwnerClientId}-{current.NetworkTransforms[i].NetworkBehaviourId} InLocalSpace ({current.NetworkTransforms[i].InLocalSpace}) is different from the remote instance version on Client-{testing.NetworkManager.LocalClientId}!");
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Validates all player instances spawned with the correct positions including all nested NetworkTransforms
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/// When running in server authority mode we are validating this fix did not impact that.
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/// </summary>
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private bool AllClientInstancesSynchronized()
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{
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m_ErrorLog.Clear();
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foreach (var current in m_NetworkManagers)
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{
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var currentPlayer = current.LocalClient.PlayerObject;
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var currentNetworkObjectId = currentPlayer.NetworkObjectId;
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foreach (var testing in m_NetworkManagers)
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{
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if (currentPlayer == testing.LocalClient.PlayerObject)
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{
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continue;
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}
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if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
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{
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m_ErrorLog.AppendLine($"Failed to find Client-{currentPlayer.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
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return false;
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}
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var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
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if (!ValidateTransforms(currentPlayer, remoteInstance))
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{
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m_ErrorLog.AppendLine($"Failed to validate Client-{currentPlayer.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Validates that dynamically spawning works the same.
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/// When running in server authority mode we are validating this fix did not impact that.
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/// </summary>
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/// <returns></returns>
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private bool AllSpawnedObjectsSynchronized()
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{
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m_ErrorLog.Clear();
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foreach (var current in m_SpawnedObjects)
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{
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var currentNetworkObject = current.GetComponent<NetworkObject>();
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var currentNetworkObjectId = currentNetworkObject.NetworkObjectId;
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foreach (var testing in m_NetworkManagers)
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{
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if (currentNetworkObject.OwnerClientId == testing.LocalClientId)
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{
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continue;
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}
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if (!testing.SpawnManager.SpawnedObjects.ContainsKey(currentNetworkObjectId))
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{
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m_ErrorLog.AppendLine($"Failed to find Client-{currentNetworkObject.OwnerClientId}'s player instance on Client-{testing.LocalClientId}!");
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return false;
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}
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var remoteInstance = testing.SpawnManager.SpawnedObjects[currentNetworkObjectId];
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if (!ValidateTransforms(currentNetworkObject, remoteInstance))
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{
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m_ErrorLog.AppendLine($"Failed to validate Client-{currentNetworkObject.OwnerClientId} against its remote instance on Client-{testing.LocalClientId}!");
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Validates that spawning player and dynamically spawned prefab instances with nested NetworkTransforms
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/// synchronizes properly in both client-server and distributed authority when using owner authoritative mode.
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/// </summary>
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[UnityTest]
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public IEnumerator NestedNetworkTransformSpawnPositionTest()
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{
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if (!m_DistributedAuthority || (m_DistributedAuthority && !UseCMBService()))
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{
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m_NetworkManagers.Add(m_ServerNetworkManager);
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}
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m_NetworkManagers.AddRange(m_ClientNetworkManagers);
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yield return WaitForConditionOrTimeOut(AllClientInstancesSynchronized);
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AssertOnTimeout($"Failed to synchronize all client instances!\n{m_ErrorLog}");
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foreach (var networkManager in m_NetworkManagers)
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{
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// Randomize the position
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RandomizeObjectTransformPositions(m_SpawnObject);
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// Create an instance owned by the specified networkmanager
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m_SpawnedObjects.Add(SpawnObject(m_SpawnObject, networkManager));
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}
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// Randomize the position once more just to assure we are instantiating remote instances
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// with a completely different position
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RandomizeObjectTransformPositions(m_SpawnObject);
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yield return WaitForConditionOrTimeOut(AllSpawnedObjectsSynchronized);
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AssertOnTimeout($"Failed to synchronize all spawned NetworkObject instances!\n{m_ErrorLog}");
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m_SpawnedObjects.Clear();
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m_NetworkManagers.Clear();
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}
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protected override IEnumerator OnTearDown()
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{
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// In case there was a failure, go ahead and clear these lists out for any pending TextFixture passes
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m_SpawnedObjects.Clear();
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m_NetworkManagers.Clear();
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return base.OnTearDown();
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}
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}
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}
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#endif
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