com.unity.netcode.gameobjects@1.0.0-pre.10

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).

## [1.0.0-pre.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
This commit is contained in:
Unity Technologies
2022-06-21 00:00:00 +00:00
parent 5b1fc203ed
commit 0f7a30d285
62 changed files with 3763 additions and 1286 deletions

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
@@ -9,22 +10,51 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
/// <summary>
/// The default SceneManagerHandler used for all NetcodeIntegrationTest derived children.
/// This enables clients to load scenes within the same scene hierarchy during integration
/// testing.
/// </summary>
internal class IntegrationTestSceneHandler : ISceneManagerHandler, IDisposable
{
internal CoroutineRunner CoroutineRunner;
// All IntegrationTestSceneHandler instances register their associated NetworkManager
internal static List<NetworkManager> NetworkManagers = new List<NetworkManager>();
// Default client simulated delay time
protected const float k_ClientLoadingSimulatedDelay = 0.02f;
internal static CoroutineRunner CoroutineRunner;
internal static Queue<QueuedSceneJob> QueuedSceneJobs = new Queue<QueuedSceneJob>();
internal List<Coroutine> CoroutinesRunning = new List<Coroutine>();
internal static Coroutine SceneJobProcessor;
internal static QueuedSceneJob CurrentQueuedSceneJob;
protected static WaitForSeconds s_WaitForSeconds;
// Controls the client simulated delay time
protected float m_ClientLoadingSimulatedDelay = k_ClientLoadingSimulatedDelay;
public delegate bool CanClientsLoadUnloadDelegateHandler();
public event CanClientsLoadUnloadDelegateHandler CanClientsLoad;
public event CanClientsLoadUnloadDelegateHandler CanClientsUnload;
public static event CanClientsLoadUnloadDelegateHandler CanClientsLoad;
public static event CanClientsLoadUnloadDelegateHandler CanClientsUnload;
internal List<Coroutine> CoroutinesRunning = new List<Coroutine>();
public static bool VerboseDebugMode;
/// <summary>
/// Used for loading scenes on the client-side during
/// an integration test
/// </summary>
internal class QueuedSceneJob
{
public enum JobTypes
{
Loading,
Unloading,
Completed
}
public JobTypes JobType;
public string SceneName;
public Scene Scene;
public ISceneManagerHandler.SceneEventAction SceneAction;
public IntegrationTestSceneHandler IntegrationTestSceneHandler;
}
internal NetworkManager NetworkManager;
internal string NetworkManagerName;
/// <summary>
/// Used to control when clients should attempt to fake-load a scene
@@ -44,19 +74,6 @@ namespace Unity.Netcode.TestHelpers.Runtime
return true;
}
/// <summary>
/// Fake-Loads a scene for a client
/// </summary>
internal IEnumerator ClientLoadSceneCoroutine(string sceneName, ISceneManagerHandler.SceneEventAction sceneEventAction)
{
yield return new WaitForSeconds(m_ClientLoadingSimulatedDelay);
while (!OnCanClientsLoad())
{
yield return new WaitForSeconds(m_ClientLoadingSimulatedDelay);
}
sceneEventAction.Invoke();
}
protected bool OnCanClientsUnload()
{
if (CanClientsUnload != null)
@@ -66,35 +83,298 @@ namespace Unity.Netcode.TestHelpers.Runtime
return true;
}
/// <summary>
/// Fake-Unloads a scene for a client
/// </summary>
internal IEnumerator ClientUnloadSceneCoroutine(ISceneManagerHandler.SceneEventAction sceneEventAction)
internal static void VerboseDebug(string message)
{
yield return new WaitForSeconds(m_ClientLoadingSimulatedDelay);
while (!OnCanClientsUnload())
if (VerboseDebugMode)
{
yield return new WaitForSeconds(m_ClientLoadingSimulatedDelay);
Debug.Log(message);
}
sceneEventAction.Invoke();
}
/// <summary>
/// Processes scene loading jobs
/// </summary>
/// <param name="queuedSceneJob">job to process</param>
static internal IEnumerator ProcessLoadingSceneJob(QueuedSceneJob queuedSceneJob)
{
var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
while (!itegrationTestSceneHandler.OnCanClientsLoad())
{
yield return s_WaitForSeconds;
}
SceneManager.sceneLoaded += SceneManager_sceneLoaded;
// We always load additively for all scenes during integration tests
SceneManager.LoadSceneAsync(queuedSceneJob.SceneName, LoadSceneMode.Additive);
// Wait for it to finish
while (queuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed)
{
yield return s_WaitForSeconds;
}
yield return s_WaitForSeconds;
CurrentQueuedSceneJob.SceneAction.Invoke();
}
/// <summary>
/// Handles scene loading and assists with making sure the right NetworkManagerOwner
/// is assigned to newly instantiated NetworkObjects.
///
/// Note: Static property usage is OK since jobs are processed one at a time
/// </summary>
private static void SceneManager_sceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
if (CurrentQueuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed && CurrentQueuedSceneJob.SceneName == scene.name)
{
SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
ProcessInSceneObjects(scene, CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManager);
CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
}
}
/// <summary>
/// Handles some pre-spawn processing of in-scene placed NetworkObjects
/// to make sure the appropriate NetworkManagerOwner is assigned. It
/// also makes sure that each in-scene placed NetworkObject has an
/// ObjectIdentifier component if one is not assigned to it or its
/// children.
/// </summary>
/// <param name="scene">the scenes that was just loaded</param>
/// <param name="networkManager">the relative NetworkManager</param>
private static void ProcessInSceneObjects(Scene scene, NetworkManager networkManager)
{
// Get all in-scene placed NeworkObjects that were instantiated when this scene loaded
var inSceneNetworkObjects = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsSceneObject != false && c.GetSceneOriginHandle() == scene.handle);
foreach (var sobj in inSceneNetworkObjects)
{
if (sobj.NetworkManagerOwner != networkManager)
{
sobj.NetworkManagerOwner = networkManager;
}
if (sobj.GetComponent<ObjectNameIdentifier>() == null && sobj.GetComponentInChildren<ObjectNameIdentifier>() == null)
{
sobj.gameObject.AddComponent<ObjectNameIdentifier>();
}
}
}
/// <summary>
/// Processes scene unloading jobs
/// </summary>
/// <param name="queuedSceneJob">job to process</param>
static internal IEnumerator ProcessUnloadingSceneJob(QueuedSceneJob queuedSceneJob)
{
var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
while (!itegrationTestSceneHandler.OnCanClientsUnload())
{
yield return s_WaitForSeconds;
}
SceneManager.sceneUnloaded += SceneManager_sceneUnloaded;
if (queuedSceneJob.Scene.IsValid() && queuedSceneJob.Scene.isLoaded && !queuedSceneJob.Scene.name.Contains(NetcodeIntegrationTestHelpers.FirstPartOfTestRunnerSceneName))
{
SceneManager.UnloadSceneAsync(queuedSceneJob.Scene);
}
else
{
CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
}
// Wait for it to finish
while (queuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed)
{
yield return s_WaitForSeconds;
}
CurrentQueuedSceneJob.SceneAction.Invoke();
}
/// <summary>
/// Handles closing out scene unloading jobs
/// </summary>
private static void SceneManager_sceneUnloaded(Scene scene)
{
if (CurrentQueuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed && CurrentQueuedSceneJob.Scene.name == scene.name)
{
SceneManager.sceneUnloaded -= SceneManager_sceneUnloaded;
CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
}
}
/// <summary>
/// Processes all jobs within the queue.
/// When all jobs are finished, the coroutine stops.
/// </summary>
static internal IEnumerator JobQueueProcessor()
{
while (QueuedSceneJobs.Count != 0)
{
CurrentQueuedSceneJob = QueuedSceneJobs.Dequeue();
VerboseDebug($"[ITSH-START] {CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManagerName} processing {CurrentQueuedSceneJob.JobType} for scene {CurrentQueuedSceneJob.SceneName}.");
if (CurrentQueuedSceneJob.JobType == QueuedSceneJob.JobTypes.Loading)
{
yield return ProcessLoadingSceneJob(CurrentQueuedSceneJob);
}
else if (CurrentQueuedSceneJob.JobType == QueuedSceneJob.JobTypes.Unloading)
{
yield return ProcessUnloadingSceneJob(CurrentQueuedSceneJob);
}
VerboseDebug($"[ITSH-STOP] {CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManagerName} processing {CurrentQueuedSceneJob.JobType} for scene {CurrentQueuedSceneJob.SceneName}.");
}
SceneJobProcessor = null;
yield break;
}
/// <summary>
/// Adds a job to the job queue, and if the JobQueueProcessor coroutine
/// is not running then it will be started as well.
/// </summary>
/// <param name="queuedSceneJob">job to add to the queue</param>
private void AddJobToQueue(QueuedSceneJob queuedSceneJob)
{
QueuedSceneJobs.Enqueue(queuedSceneJob);
if (SceneJobProcessor == null)
{
SceneJobProcessor = CoroutineRunner.StartCoroutine(JobQueueProcessor());
}
}
private string m_ServerSceneBeingLoaded;
/// <summary>
/// Server always loads like it normally would
/// </summary>
public AsyncOperation GenericLoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, ISceneManagerHandler.SceneEventAction sceneEventAction)
{
m_ServerSceneBeingLoaded = sceneName;
if (NetcodeIntegrationTest.IsRunning)
{
SceneManager.sceneLoaded += Sever_SceneLoaded;
}
var operation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
operation.completed += new Action<AsyncOperation>(asyncOp2 => { sceneEventAction.Invoke(); });
return operation;
}
private void Sever_SceneLoaded(Scene scene, LoadSceneMode arg1)
{
if (m_ServerSceneBeingLoaded == scene.name)
{
ProcessInSceneObjects(scene, NetworkManager);
SceneManager.sceneLoaded -= Sever_SceneLoaded;
}
}
/// <summary>
/// Server always unloads like it normally would
/// </summary>
public AsyncOperation GenericUnloadSceneAsync(Scene scene, ISceneManagerHandler.SceneEventAction sceneEventAction)
{
var operation = SceneManager.UnloadSceneAsync(scene);
operation.completed += new Action<AsyncOperation>(asyncOp2 => { sceneEventAction.Invoke(); });
return operation;
}
public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, ISceneManagerHandler.SceneEventAction sceneEventAction)
{
CoroutinesRunning.Add(CoroutineRunner.StartCoroutine(ClientLoadSceneCoroutine(sceneName, sceneEventAction)));
// This is OK to return a "nothing" AsyncOperation since we are simulating client loading
return new AsyncOperation();
// Server and non NetcodeIntegrationTest tests use the generic load scene method
if (!NetcodeIntegrationTest.IsRunning)
{
return GenericLoadSceneAsync(sceneName, loadSceneMode, sceneEventAction);
}
else // NetcodeIntegrationTest Clients always get added to the jobs queue
{
AddJobToQueue(new QueuedSceneJob() { IntegrationTestSceneHandler = this, SceneName = sceneName, SceneAction = sceneEventAction, JobType = QueuedSceneJob.JobTypes.Loading });
}
return null;
}
public AsyncOperation UnloadSceneAsync(Scene scene, ISceneManagerHandler.SceneEventAction sceneEventAction)
{
CoroutinesRunning.Add(CoroutineRunner.StartCoroutine(ClientUnloadSceneCoroutine(sceneEventAction)));
// Server and non NetcodeIntegrationTest tests use the generic unload scene method
if (!NetcodeIntegrationTest.IsRunning)
{
return GenericUnloadSceneAsync(scene, sceneEventAction);
}
else // NetcodeIntegrationTest Clients always get added to the jobs queue
{
AddJobToQueue(new QueuedSceneJob() { IntegrationTestSceneHandler = this, Scene = scene, SceneAction = sceneEventAction, JobType = QueuedSceneJob.JobTypes.Unloading });
}
// This is OK to return a "nothing" AsyncOperation since we are simulating client loading
return new AsyncOperation();
return null;
}
public IntegrationTestSceneHandler()
/// <summary>
/// Replacement callback takes other NetworkManagers into consideration
/// </summary>
internal Scene GetAndAddNewlyLoadedSceneByName(string sceneName)
{
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var sceneLoaded = SceneManager.GetSceneAt(i);
if (sceneLoaded.name == sceneName)
{
var skip = false;
foreach (var networkManager in NetworkManagers)
{
if (NetworkManager.LocalClientId == networkManager.LocalClientId || !networkManager.IsListening)
{
continue;
}
if (networkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogInfo($"{NetworkManager.name}'s ScenesLoaded contains {sceneLoaded.name} with a handle of {sceneLoaded.handle}. Skipping over scene.");
}
skip = true;
break;
}
}
if (!skip && !NetworkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogInfo($"{NetworkManager.name} adding {sceneLoaded.name} with a handle of {sceneLoaded.handle} to its ScenesLoaded.");
}
NetworkManager.SceneManager.ScenesLoaded.Add(sceneLoaded.handle, sceneLoaded);
return sceneLoaded;
}
}
}
throw new Exception($"Failed to find any loaded scene named {sceneName}!");
}
private bool ExcludeSceneFromSynchronizationCheck(Scene scene)
{
if (!NetworkManager.SceneManager.ScenesLoaded.ContainsKey(scene.handle) && SceneManager.GetActiveScene().handle != scene.handle)
{
return false;
}
return true;
}
/// <summary>
/// Constructor now must take NetworkManager
/// </summary>
public IntegrationTestSceneHandler(NetworkManager networkManager)
{
networkManager.SceneManager.OverrideGetAndAddNewlyLoadedSceneByName = GetAndAddNewlyLoadedSceneByName;
networkManager.SceneManager.ExcludeSceneFromSychronization = ExcludeSceneFromSynchronizationCheck;
NetworkManagers.Add(networkManager);
NetworkManagerName = networkManager.name;
if (s_WaitForSeconds == null)
{
s_WaitForSeconds = new WaitForSeconds(1.0f / networkManager.NetworkConfig.TickRate);
}
NetworkManager = networkManager;
if (CoroutineRunner == null)
{
CoroutineRunner = new GameObject("UnitTestSceneHandlerCoroutine").AddComponent<CoroutineRunner>();
@@ -103,12 +383,29 @@ namespace Unity.Netcode.TestHelpers.Runtime
public void Dispose()
{
foreach (var coroutine in CoroutinesRunning)
NetworkManagers.Clear();
if (SceneJobProcessor != null)
{
CoroutineRunner.StopCoroutine(coroutine);
CoroutineRunner.StopCoroutine(SceneJobProcessor);
SceneJobProcessor = null;
}
CoroutineRunner.StopAllCoroutines();
foreach (var job in QueuedSceneJobs)
{
if (job.JobType != QueuedSceneJob.JobTypes.Completed)
{
if (job.JobType == QueuedSceneJob.JobTypes.Loading)
{
SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
}
else
{
SceneManager.sceneUnloaded -= SceneManager_sceneUnloaded;
}
job.JobType = QueuedSceneJob.JobTypes.Completed;
}
}
QueuedSceneJobs.Clear();
Object.Destroy(CoroutineRunner.gameObject);
}
}