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

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using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
public class AddNetworkPrefabTest : NetcodeIntegrationTest
{
public class EmptyComponent : NetworkBehaviour
{
}
protected override int NumberOfClients => 1;
private GameObject m_Prefab;
protected override IEnumerator OnSetup()
{
// Host is irrelevant, messages don't get sent to the host "client"
m_UseHost = false;
m_Prefab = new GameObject("Object");
var networkObject = m_Prefab.AddComponent<NetworkObject>();
m_Prefab.AddComponent<EmptyComponent>();
// Make it a prefab
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
yield return null;
}
protected override void OnServerAndClientsCreated()
{
m_ServerNetworkManager.NetworkConfig.SpawnTimeout = 0;
m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.SpawnTimeout = 0;
client.NetworkConfig.ForceSamePrefabs = false;
}
}
private EmptyComponent GetObjectForClient(ulong clientId)
{
foreach (var component in Object.FindObjectsOfType<EmptyComponent>())
{
if (component.IsSpawned && component.NetworkManager.LocalClientId == clientId)
{
return component;
}
}
return null;
}
private void RegisterPrefab()
{
m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
foreach (var client in m_ClientNetworkManagers)
{
client.AddNetworkPrefab(m_Prefab);
}
}
private void DeregisterPrefab()
{
m_ServerNetworkManager.RemoveNetworkPrefab(m_Prefab);
foreach (var client in m_ClientNetworkManagers)
{
client.RemoveNetworkPrefab(m_Prefab);
}
}
private static CoroutineRunner s_CoroutineRunner;
[UnityTest]
public IEnumerator WhenSpawningBeforeAddingPrefab_SpawnFails()
{
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
[UnityTest]
public IEnumerator WhenSpawningAfterAddingServerPrefabButBeforeAddingClientPrefab_SpawnFails()
{
m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
[UnityTest]
public IEnumerator WhenSpawningAfterAddingPrefabOnServerAndClient_SpawnSucceeds()
{
RegisterPrefab();
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
[UnityTest]
public IEnumerator WhenSpawningAfterRemovingPrefabOnClient_SpawnFails()
{
RegisterPrefab();
var serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
serverObject.GetComponent<NetworkObject>().Despawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
DeregisterPrefab();
serverObject = Object.Instantiate(m_Prefab);
serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
serverObject.GetComponent<NetworkObject>().Spawn();
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
}
}
}