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

@@ -8,16 +8,33 @@ using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(RigidbodyInterpolation.Interpolate, true, true)] // This should be allowed under all condistions when using Rigidbody motion
[TestFixture(RigidbodyInterpolation.Extrapolate, true, true)] // This should not allow extrapolation on non-auth instances when using Rigidbody motion & NT interpolation
[TestFixture(RigidbodyInterpolation.Extrapolate, false, true)] // This should allow extrapolation on non-auth instances when using Rigidbody & NT has no interpolation
[TestFixture(RigidbodyInterpolation.Interpolate, true, false)] // This should not allow kinematic instances to have Rigidbody interpolation enabled
[TestFixture(RigidbodyInterpolation.Interpolate, false, false)] // Testing that rigid body interpolation remains the same if NT interpolate is disabled
public class NetworkRigidbodyTest : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
private bool m_NetworkTransformInterpolate;
private bool m_UseRigidBodyForMotion;
private RigidbodyInterpolation m_RigidbodyInterpolation;
public NetworkRigidbodyTest(RigidbodyInterpolation rigidbodyInterpolation, bool networkTransformInterpolate, bool useRigidbodyForMotion)
{
m_RigidbodyInterpolation = rigidbodyInterpolation;
m_NetworkTransformInterpolate = networkTransformInterpolate;
m_UseRigidBodyForMotion = useRigidbodyForMotion;
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<NetworkTransform>();
m_PlayerPrefab.AddComponent<Rigidbody>();
m_PlayerPrefab.AddComponent<NetworkRigidbody>();
m_PlayerPrefab.GetComponent<Rigidbody>().interpolation = RigidbodyInterpolation.Interpolate;
var networkTransform = m_PlayerPrefab.AddComponent<NetworkTransform>();
networkTransform.Interpolate = m_NetworkTransformInterpolate;
var rigidbody = m_PlayerPrefab.AddComponent<Rigidbody>();
rigidbody.interpolation = m_RigidbodyInterpolation;
var networkRigidbody = m_PlayerPrefab.AddComponent<NetworkRigidbody>();
networkRigidbody.UseRigidBodyForMotion = m_UseRigidBodyForMotion;
}
/// <summary>
@@ -28,39 +45,67 @@ namespace Unity.Netcode.RuntimeTests
public IEnumerator TestRigidbodyKinematicEnableDisable()
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult);
var serverPlayer = serverClientPlayerResult.Result.gameObject;
var serverClientPlayerInstance = m_ServerNetworkManager.ConnectedClients[m_ClientNetworkManagers[0].LocalClientId].PlayerObject;
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult);
var clientPlayer = clientClientPlayerResult.Result.gameObject;
var clientPlayerInstance = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
Assert.IsNotNull(serverPlayer, "serverPlayer is not null");
Assert.IsNotNull(clientPlayer, "clientPlayer is not null");
Assert.IsNotNull(serverClientPlayerInstance, $"{nameof(serverClientPlayerInstance)} is null!");
Assert.IsNotNull(clientPlayerInstance, $"{nameof(clientPlayerInstance)} is null!");
yield return WaitForTicks(m_ServerNetworkManager, 3);
var serverClientInstanceRigidBody = serverClientPlayerInstance.GetComponent<Rigidbody>();
var clientRigidBody = clientPlayerInstance.GetComponent<Rigidbody>();
// server rigidbody has authority and should not be kinematic
Assert.True(serverPlayer.GetComponent<Rigidbody>().isKinematic == false, "serverPlayer kinematic");
Assert.AreEqual(RigidbodyInterpolation.Interpolate, serverPlayer.GetComponent<Rigidbody>().interpolation, "server equal interpolate");
if (m_UseRigidBodyForMotion)
{
var interpolateCompareNonAuthoritative = m_NetworkTransformInterpolate ? RigidbodyInterpolation.Interpolate : m_RigidbodyInterpolation;
// client rigidbody has no authority and should have a kinematic mode of true
Assert.True(clientPlayer.GetComponent<Rigidbody>().isKinematic, "clientPlayer kinematic");
Assert.AreEqual(RigidbodyInterpolation.None, clientPlayer.GetComponent<Rigidbody>().interpolation, "client equal interpolate");
// Server authoritative NT should yield non-kinematic mode for the server-side player instance
Assert.False(serverClientInstanceRigidBody.isKinematic, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is kinematic!");
// The authoritative instance can be None, Interpolate, or Extrapolate for the Rigidbody interpolation settings.
Assert.AreEqual(m_RigidbodyInterpolation, serverClientInstanceRigidBody.interpolation, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {serverClientInstanceRigidBody.interpolation} and not {m_RigidbodyInterpolation}!");
// Server authoritative NT should yield kinematic mode for the client-side player instance
Assert.True(clientRigidBody.isKinematic, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is not kinematic!");
// When using Rigidbody motion, authoritative and non-authoritative Rigidbody interpolation settings should be preserved (except when extrapolation is used
Assert.AreEqual(interpolateCompareNonAuthoritative, clientRigidBody.interpolation, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {clientRigidBody.interpolation} and not {interpolateCompareNonAuthoritative}!");
}
else
{
// server rigidbody has authority and should not be kinematic
Assert.False(serverClientInstanceRigidBody.isKinematic, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is kinematic!");
Assert.AreEqual(RigidbodyInterpolation.Interpolate, serverClientInstanceRigidBody.interpolation, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {serverClientInstanceRigidBody.interpolation} and not {nameof(RigidbodyInterpolation.Interpolate)}!");
// Server authoritative NT should yield kinematic mode for the client-side player instance
Assert.True(clientRigidBody.isKinematic, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is not kinematic!");
// client rigidbody has no authority with NT interpolation disabled should allow Rigidbody interpolation
if (!m_NetworkTransformInterpolate)
{
Assert.AreEqual(RigidbodyInterpolation.Interpolate, clientRigidBody.interpolation, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {clientRigidBody.interpolation} and not {nameof(RigidbodyInterpolation.Interpolate)}!");
}
else
{
Assert.AreEqual(RigidbodyInterpolation.None, clientRigidBody.interpolation, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {clientRigidBody.interpolation} and not {nameof(RigidbodyInterpolation.None)}!");
}
}
// despawn the server player (but keep it around on the server)
serverPlayer.GetComponent<NetworkObject>().Despawn(false);
serverClientPlayerInstance.Despawn(false);
yield return WaitForTicks(m_ServerNetworkManager, 3);
yield return WaitForConditionOrTimeOut(() => !serverClientPlayerInstance.IsSpawned && !clientPlayerInstance.IsSpawned);
AssertOnTimeout("Timed out waiting for client player to despawn on both server and client!");
// When despawned, we should always be kinematic (i.e. don't apply physics when despawned)
Assert.IsTrue(serverPlayer.GetComponent<Rigidbody>().isKinematic == true, "serverPlayer second kinematic");
yield return WaitForTicks(m_ServerNetworkManager, 3);
Assert.IsTrue(clientPlayer == null, "clientPlayer being null"); // safety check that object is actually despawned.
Assert.True(serverClientInstanceRigidBody.isKinematic, $"[Server-Side][Despawned] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is not kinematic when despawned!");
Assert.IsTrue(clientPlayerInstance == null, $"[Client-Side] Player {nameof(NetworkObject)} is not null!");
}
}
}