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

@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
@@ -12,6 +13,8 @@ namespace Unity.Netcode.RuntimeTests
public class HiddenVariableObject : NetworkBehaviour
{
public static List<NetworkObject> ClientInstancesSpawned = new List<NetworkObject>();
public NetworkVariable<int> MyNetworkVariable = new NetworkVariable<int>();
public NetworkList<int> MyNetworkList = new NetworkList<int>();
@@ -21,6 +24,10 @@ namespace Unity.Netcode.RuntimeTests
public override void OnNetworkSpawn()
{
if (!IsServer)
{
ClientInstancesSpawned.Add(NetworkObject);
}
Debug.Log($"{nameof(HiddenVariableObject)}.{nameof(OnNetworkSpawn)}() with value {MyNetworkVariable.Value}");
MyNetworkVariable.OnValueChanged += Changed;
@@ -30,6 +37,15 @@ namespace Unity.Netcode.RuntimeTests
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (!IsServer)
{
ClientInstancesSpawned.Remove(NetworkObject);
}
base.OnNetworkDespawn();
}
public void Changed(int before, int after)
{
Debug.Log($"Value changed from {before} to {after} on {NetworkManager.LocalClientId}");
@@ -71,50 +87,75 @@ namespace Unity.Netcode.RuntimeTests
}
}
public void VerifyLists()
public bool VerifyLists()
{
NetworkList<int> prev = null;
int numComparison = 0;
var prevObject = (NetworkObject)null;
// for all the instances of NetworkList
foreach (var gameObject in m_NetSpawnedObjectOnClient)
foreach (var networkObject in m_NetSpawnedObjectOnClient)
{
// this skips despawned/hidden objects
if (gameObject != null)
if (networkObject != null)
{
// if we've seen another one before
if (prev != null)
{
var curr = gameObject.GetComponent<HiddenVariableObject>().MyNetworkList;
var curr = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
// check that the two lists are identical
Debug.Assert(curr.Count == prev.Count);
if (curr.Count != prev.Count)
{
return false;
}
for (int index = 0; index < curr.Count; index++)
{
Debug.Assert(curr[index] == prev[index]);
if (curr[index] != prev[index])
{
return false;
}
}
numComparison++;
}
prevObject = networkObject;
// store the list
prev = gameObject.GetComponent<HiddenVariableObject>().MyNetworkList;
prev = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
}
}
Debug.Log($"{numComparison} comparisons done.");
return true;
}
public IEnumerator RefreshGameObects()
public IEnumerator RefreshGameObects(int numberToExpect)
{
m_NetSpawnedObjectOnClient.Clear();
yield return WaitForConditionOrTimeOut(() => numberToExpect == HiddenVariableObject.ClientInstancesSpawned.Count);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for total spawned count to reach {numberToExpect} but is currently {HiddenVariableObject.ClientInstancesSpawned.Count}");
m_NetSpawnedObjectOnClient = HiddenVariableObject.ClientInstancesSpawned;
}
foreach (var netMan in m_ClientNetworkManagers)
private bool CheckValueOnClient(ulong otherClientId, int value)
{
foreach (var id in m_ServerNetworkManager.ConnectedClientsIds)
{
var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
x => x.NetworkObjectId == m_NetSpawnedObject.NetworkObjectId,
netMan,
serverClientPlayerResult);
m_NetSpawnedObjectOnClient.Add(serverClientPlayerResult.Result);
if (id != otherClientId)
{
if (!HiddenVariableObject.ValueOnClient.ContainsKey(id) || HiddenVariableObject.ValueOnClient[id] != value)
{
return false;
}
}
}
return true;
}
private IEnumerator SetAndCheckValueSet(ulong otherClientId, int value)
{
yield return WaitForConditionOrTimeOut(() => CheckValueOnClient(otherClientId, value));
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to have a value of {value}");
yield return WaitForConditionOrTimeOut(VerifyLists);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to have identical values!");
Debug.Log("Value changed");
}
[UnityTest]
@@ -127,15 +168,14 @@ namespace Unity.Netcode.RuntimeTests
Debug.Log("Running test");
// ==== Spawn object with ownership on one client
var client = m_ServerNetworkManager.ConnectedClientsList[1];
var otherClient = m_ServerNetworkManager.ConnectedClientsList[2];
m_NetSpawnedObject = SpawnObject(m_TestNetworkPrefab, m_ClientNetworkManagers[1]).GetComponent<NetworkObject>();
yield return RefreshGameObects();
yield return RefreshGameObects(4);
// === Check spawn occured
// === Check spawn occurred
yield return WaitForSpawnCount(NumberOfClients + 1);
Debug.Assert(HiddenVariableObject.SpawnCount == NumberOfClients + 1);
Debug.Log("Objects spawned");
@@ -143,41 +183,22 @@ namespace Unity.Netcode.RuntimeTests
// ==== Set the NetworkVariable value to 2
HiddenVariableObject.ExpectedSize = 1;
HiddenVariableObject.SpawnCount = 0;
var currentValueSet = 2;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = 2;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(2);
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return new WaitForSeconds(1.0f);
foreach (var id in m_ServerNetworkManager.ConnectedClientsIds)
{
Debug.Assert(HiddenVariableObject.ValueOnClient[id] == 2);
}
VerifyLists();
Debug.Log("Value changed");
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Hide our object to a different client
HiddenVariableObject.ExpectedSize = 2;
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
// ==== Change the NetworkVariable value
// we should get one less notification of value changing and no errors or exception
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = 3;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(3);
currentValueSet = 3;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return new WaitForSeconds(1.0f);
foreach (var id in m_ServerNetworkManager.ConnectedClientsIds)
{
if (id != otherClient.ClientId)
{
Debug.Assert(HiddenVariableObject.ValueOnClient[id] == 3);
}
}
VerifyLists();
Debug.Log("Values changed");
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Show our object again to this client
HiddenVariableObject.ExpectedSize = 3;
@@ -189,22 +210,13 @@ namespace Unity.Netcode.RuntimeTests
Debug.Log("Object spawned");
// ==== We need a refresh for the newly re-spawned object
yield return RefreshGameObects();
yield return RefreshGameObects(4);
// ==== Change the NetworkVariable value
// we should get all notifications of value changing and no errors or exception
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = 4;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(4);
currentValueSet = 4;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
yield return new WaitForSeconds(1.0f);
foreach (var id in m_ServerNetworkManager.ConnectedClientsIds)
{
Debug.Assert(HiddenVariableObject.ValueOnClient[id] == 4);
}
VerifyLists();
Debug.Log("Values changed");
yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
// ==== Hide our object to that different client again, and then destroy it
m_NetSpawnedObject.NetworkHide(otherClient.ClientId);