com.unity.netcode.gameobjects@2.0.0-exp.2

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).

## [2.0.0-exp.2] - 2024-04-02

### Added
- Added updates to all internal messages to account for a distributed authority network session connection.  (#2863)
- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion.  (#2863)
  - For a customized `NetworkRigidbodyBase` class:
    - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
    - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
    - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
      - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
      - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
  - Provides additional public methods:
    - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
    - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
    - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
    - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
    - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
    - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
  - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
  - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
  - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
- Added session mode selection to `NetworkManager` inspector view. (#2863)
- Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863)
  - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
  - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)

### Fixed

- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)

### Changed
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions).  (#2863)
- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
This commit is contained in:
Unity Technologies
2024-04-02 00:00:00 +00:00
parent f8ebf679ec
commit 143a6cbd34
140 changed files with 18009 additions and 2672 deletions

View File

@@ -10,12 +10,13 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// Tests that check OnNetworkDespawn being invoked
/// </summary>
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class NetworkObjectOnNetworkDespawnTests : NetcodeIntegrationTest
{
private const string k_ObjectName = "TestDespawn";
public enum InstanceType
public enum InstanceTypes
{
Server,
Client
@@ -23,7 +24,10 @@ namespace Unity.Netcode.RuntimeTests
protected override int NumberOfClients => 1;
private GameObject m_ObjectToSpawn;
private NetworkObject m_NetworkObject;
private HostOrServer m_HostOrServer;
public NetworkObjectOnNetworkDespawnTests(HostOrServer hostOrServer) : base(hostOrServer)
{
m_HostOrServer = hostOrServer;
@@ -31,32 +35,17 @@ namespace Unity.Netcode.RuntimeTests
internal class OnNetworkDespawnTestComponent : NetworkBehaviour
{
public static bool OnServerNetworkDespawnCalled { get; internal set; }
public static bool OnClientNetworkDespawnCalled { get; internal set; }
public bool OnNetworkDespawnCalled { get; internal set; }
public override void OnNetworkSpawn()
{
if (IsServer)
{
OnServerNetworkDespawnCalled = false;
}
else
{
OnClientNetworkDespawnCalled = false;
}
OnNetworkDespawnCalled = false;
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
if (IsServer)
{
OnServerNetworkDespawnCalled = true;
}
else
{
OnClientNetworkDespawnCalled = true;
}
OnNetworkDespawnCalled = true;
base.OnNetworkDespawn();
}
}
@@ -68,46 +57,67 @@ namespace Unity.Netcode.RuntimeTests
base.OnServerAndClientsCreated();
}
private bool ObjectSpawnedOnAllNetworkManagerInstances()
{
if (!s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId))
{
return false;
}
if (!s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_NetworkObject.NetworkObjectId))
{
return false;
}
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
if (!s_GlobalNetworkObjects.ContainsKey(clientNetworkManager.LocalClientId))
{
return false;
}
if (!s_GlobalNetworkObjects[clientNetworkManager.LocalClientId].ContainsKey(m_NetworkObject.NetworkObjectId))
{
return false;
}
}
return true;
}
/// <summary>
/// This test validates that <see cref="NetworkBehaviour.OnNetworkDespawn"/> is invoked when the
/// <see cref="NetworkManager"/> is shutdown.
/// </summary>
[UnityTest]
public IEnumerator TestNetworkObjectDespawnOnShutdown()
public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceTypes.Server, InstanceTypes.Client)] InstanceTypes despawnCheck)
{
// Spawn the test object
var spawnedObject = SpawnObject(m_ObjectToSpawn, m_ServerNetworkManager);
var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
// Wait for the client to spawn the object
yield return WaitForConditionOrTimeOut(() =>
var networkManager = despawnCheck == InstanceTypes.Server ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
var networkManagerOwner = m_ServerNetworkManager;
if (m_DistributedAuthority)
{
if (!s_GlobalNetworkObjects.ContainsKey(m_ClientNetworkManagers[0].LocalClientId))
{
return false;
}
if (!s_GlobalNetworkObjects[m_ClientNetworkManagers[0].LocalClientId].ContainsKey(spawnedNetworkObject.NetworkObjectId))
{
return false;
}
return true;
});
networkManagerOwner = networkManager;
}
AssertOnTimeout($"Timed out waiting for client to spawn {k_ObjectName}!");
// Spawn the test object
var spawnedObject = SpawnObject(m_ObjectToSpawn, networkManagerOwner);
m_NetworkObject = spawnedObject.GetComponent<NetworkObject>();
yield return WaitForConditionOrTimeOut(ObjectSpawnedOnAllNetworkManagerInstances);
AssertOnTimeout($"Timed out waiting for all {nameof(NetworkManager)} instances to spawn {m_NetworkObject.name}!");
// Get the spawned object relative to which NetworkManager instance we are testing.
var relativeSpawnedObject = s_GlobalNetworkObjects[networkManager.LocalClientId][m_NetworkObject.NetworkObjectId];
var onNetworkDespawnTestComponent = relativeSpawnedObject.GetComponent<OnNetworkDespawnTestComponent>();
// Confirm it is not set before shutting down the NetworkManager
Assert.IsFalse(OnNetworkDespawnTestComponent.OnClientNetworkDespawnCalled, "[Client-side] despawn state is already set (should not be set at this point)!");
Assert.IsFalse(OnNetworkDespawnTestComponent.OnServerNetworkDespawnCalled, $"[{m_HostOrServer}-side] despawn state is already set (should not be set at this point)!");
Assert.IsFalse(onNetworkDespawnTestComponent.OnNetworkDespawnCalled, $"{nameof(OnNetworkDespawnTestComponent.OnNetworkDespawnCalled)} was set prior to shutting down!");
// Shutdown the client-side first to validate the client-side instance invokes OnNetworkDespawn
m_ClientNetworkManagers[0].Shutdown();
yield return WaitForConditionOrTimeOut(() => OnNetworkDespawnTestComponent.OnClientNetworkDespawnCalled);
AssertOnTimeout($"[Client-side] Timed out waiting for {k_ObjectName}'s {nameof(NetworkBehaviour.OnNetworkDespawn)} to be invoked!");
// Shutdown the NetworkManager instance we are testing.
networkManager.Shutdown();
// Shutdown the servr-host-side second to validate servr-host-side instance invokes OnNetworkDespawn
m_ServerNetworkManager.Shutdown();
yield return WaitForConditionOrTimeOut(() => OnNetworkDespawnTestComponent.OnClientNetworkDespawnCalled);
AssertOnTimeout($"[{m_HostOrServer}-side]Timed out waiting for {k_ObjectName}'s {nameof(NetworkBehaviour.OnNetworkDespawn)} to be invoked!");
// Confirm that OnNetworkDespawn is invoked after shutdown
yield return WaitForConditionOrTimeOut(() => onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
AssertOnTimeout($"Timed out waiting for {nameof(NetworkObject)} instance to despawn on the {despawnCheck} side!");
}
}
}