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:
@@ -16,7 +16,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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public static class NetcodeIntegrationTestHelpers
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{
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public const int DefaultMinFrames = 1;
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public const float DefaultTimeout = 1f;
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public const float DefaultTimeout = 4f;
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private static List<NetworkManager> s_NetworkManagerInstances = new List<NetworkManager>();
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private static Dictionary<NetworkManager, MultiInstanceHooks> s_Hooks = new Dictionary<NetworkManager, MultiInstanceHooks>();
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private static bool s_IsStarted;
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@@ -118,25 +118,23 @@ namespace Unity.Netcode.TestHelpers.Runtime
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}
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}
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private const string k_FirstPartOfTestRunnerSceneName = "InitTestScene";
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internal const string FirstPartOfTestRunnerSceneName = "InitTestScene";
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public static List<NetworkManager> NetworkManagerInstances => s_NetworkManagerInstances;
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internal static IntegrationTestSceneHandler ClientSceneHandler = null;
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internal static List<IntegrationTestSceneHandler> ClientSceneHandlers = new List<IntegrationTestSceneHandler>();
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/// <summary>
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/// Registers the IntegrationTestSceneHandler for integration tests.
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/// The default client behavior is to not load scenes on the client side.
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/// </summary>
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private static void RegisterSceneManagerHandler(NetworkManager networkManager)
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internal static void RegisterSceneManagerHandler(NetworkManager networkManager, bool allowServer = false)
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{
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if (!networkManager.IsServer)
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if (!networkManager.IsServer || networkManager.IsServer && allowServer)
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{
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if (ClientSceneHandler == null)
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{
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ClientSceneHandler = new IntegrationTestSceneHandler();
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}
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networkManager.SceneManager.SceneManagerHandler = ClientSceneHandler;
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var handler = new IntegrationTestSceneHandler(networkManager);
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ClientSceneHandlers.Add(handler);
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networkManager.SceneManager.SceneManagerHandler = handler;
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}
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}
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@@ -148,11 +146,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// </summary>
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public static void CleanUpHandlers()
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{
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if (ClientSceneHandler != null)
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foreach (var handler in ClientSceneHandlers)
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{
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ClientSceneHandler.Dispose();
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ClientSceneHandler = null;
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handler.Dispose();
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}
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ClientSceneHandlers.Clear();
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}
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/// <summary>
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@@ -171,17 +169,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
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}
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}
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public static NetworkManager CreateServer()
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private static void AddUnityTransport(NetworkManager networkManager)
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Server");
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// Create networkManager component
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var server = go.AddComponent<NetworkManager>();
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NetworkManagerInstances.Insert(0, server);
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// Create transport
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var unityTransport = go.AddComponent<UnityTransport>();
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var unityTransport = networkManager.gameObject.AddComponent<UnityTransport>();
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// We need to increase this buffer size for tests that spawn a bunch of things
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unityTransport.MaxPayloadSize = 256000;
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unityTransport.MaxSendQueueSize = 1024 * 1024;
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@@ -191,11 +182,22 @@ namespace Unity.Netcode.TestHelpers.Runtime
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unityTransport.ConnectTimeoutMS = 500;
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// Set the NetworkConfig
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server.NetworkConfig = new NetworkConfig()
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networkManager.NetworkConfig = new NetworkConfig()
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{
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// Set transport
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NetworkTransport = unityTransport
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};
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}
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public static NetworkManager CreateServer()
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Server");
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// Create networkManager component
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var server = go.AddComponent<NetworkManager>();
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NetworkManagerInstances.Insert(0, server);
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AddUnityTransport(server);
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return server;
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}
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@@ -229,6 +231,17 @@ namespace Unity.Netcode.TestHelpers.Runtime
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return true;
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}
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internal static NetworkManager CreateNewClient(int identifier)
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Client - " + identifier);
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// Create networkManager component
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var networkManager = go.AddComponent<NetworkManager>();
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AddUnityTransport(networkManager);
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return networkManager;
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}
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/// <summary>
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/// Used to add a client to the already existing list of clients
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/// </summary>
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@@ -237,23 +250,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
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public static bool CreateNewClients(int clientCount, out NetworkManager[] clients)
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{
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clients = new NetworkManager[clientCount];
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var activeSceneName = SceneManager.GetActiveScene().name;
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for (int i = 0; i < clientCount; i++)
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Client - " + i);
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// Create networkManager component
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clients[i] = go.AddComponent<NetworkManager>();
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// Create transport
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var unityTransport = go.AddComponent<UnityTransport>();
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// Set the NetworkConfig
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clients[i].NetworkConfig = new NetworkConfig()
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{
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// Set transport
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NetworkTransport = unityTransport
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};
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clients[i] = CreateNewClient(i);
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}
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NetworkManagerInstances.AddRange(clients);
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@@ -264,12 +264,32 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// Stops one single client and makes sure to cleanup any static variables in this helper
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/// </summary>
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/// <param name="clientToStop"></param>
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public static void StopOneClient(NetworkManager clientToStop)
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public static void StopOneClient(NetworkManager clientToStop, bool destroy = true)
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{
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clientToStop.Shutdown();
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s_Hooks.Remove(clientToStop);
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Object.Destroy(clientToStop.gameObject);
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NetworkManagerInstances.Remove(clientToStop);
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if (destroy)
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{
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Object.Destroy(clientToStop.gameObject);
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NetworkManagerInstances.Remove(clientToStop);
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}
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}
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/// <summary>
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/// Starts one single client and makes sure to register the required hooks and handlers
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/// </summary>
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/// <param name="clientToStart"></param>
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public static void StartOneClient(NetworkManager clientToStart)
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{
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clientToStart.StartClient();
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s_Hooks[clientToStart] = new MultiInstanceHooks();
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clientToStart.MessagingSystem.Hook(s_Hooks[clientToStart]);
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if (!NetworkManagerInstances.Contains(clientToStart))
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{
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NetworkManagerInstances.Add(clientToStart);
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}
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// if set, then invoke this for the client
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RegisterHandlers(clientToStart);
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}
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/// <summary>
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@@ -315,7 +335,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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private static bool VerifySceneIsValidForClientsToLoad(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode)
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{
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// exclude test runner scene
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if (sceneName.StartsWith(k_FirstPartOfTestRunnerSceneName))
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if (sceneName.StartsWith(FirstPartOfTestRunnerSceneName))
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{
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return false;
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}
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@@ -342,7 +362,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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// warning about using the currently active scene
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var scene = SceneManager.GetActiveScene();
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// As long as this is a test runner scene (or most likely a test runner scene)
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if (scene.name.StartsWith(k_FirstPartOfTestRunnerSceneName))
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if (scene.name.StartsWith(FirstPartOfTestRunnerSceneName))
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{
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// Register the test runner scene just so we avoid another warning about not being able to find the
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// scene to synchronize NetworkObjects. Next, add the currently active test runner scene to the scenes
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@@ -458,8 +478,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
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// this feature only works with NetcodeIntegrationTest derived classes
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if (IsNetcodeIntegrationTestRunning)
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{
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// Add the object identifier component
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networkObject.gameObject.AddComponent<ObjectNameIdentifier>();
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if (networkObject.GetComponent<ObjectNameIdentifier>() == null && networkObject.GetComponentInChildren<ObjectNameIdentifier>() == null)
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{
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// Add the object identifier component
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networkObject.gameObject.AddComponent<ObjectNameIdentifier>();
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}
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}
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}
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@@ -722,7 +745,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// </summary>
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/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
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/// <param name="timeout">The max time in seconds to wait for</param>
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internal static IEnumerator WaitForMessageOfTypeReceived<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = 0.5f) where T : INetworkMessage
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internal static IEnumerator WaitForMessageOfTypeReceived<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = DefaultTimeout) where T : INetworkMessage
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{
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var hooks = s_Hooks[toBeReceivedBy];
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var check = new MessageReceiveCheckWithResult { CheckType = typeof(T) };
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@@ -750,7 +773,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// </summary>
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/// <param name="result">The result. If null, it will fail if the predicate is not met</param>
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/// <param name="timeout">The max time in seconds to wait for</param>
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internal static IEnumerator WaitForMessageOfTypeHandled<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = 0.5f) where T : INetworkMessage
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internal static IEnumerator WaitForMessageOfTypeHandled<T>(NetworkManager toBeReceivedBy, ResultWrapper<bool> result = null, float timeout = DefaultTimeout) where T : INetworkMessage
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{
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var hooks = s_Hooks[toBeReceivedBy];
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if (!hooks.HandleChecks.ContainsKey(typeof(T)))
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