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

@@ -1,3 +1,4 @@
#if !MULTIPLAYER_TOOLS && !NGO_MINIMALPROJECT
using System;
using System.Collections.Generic;
using System.Diagnostics;
@@ -24,6 +25,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
public string Received = string.Empty;
public Tuple<int, bool, float, string> ReceivedParams = null;
public ulong ReceivedFrom = ulong.MaxValue;
public int ReceivedCount;
public void OnRpcReceived()
{
@@ -32,6 +34,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
var currentMethod = sf.GetMethod();
Received = currentMethod.Name;
ReceivedCount++;
}
public void OnRpcReceivedWithParams(int a, bool b, float f, string s)
{
@@ -40,6 +43,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
var currentMethod = sf.GetMethod();
Received = currentMethod.Name;
ReceivedCount++;
ReceivedParams = new Tuple<int, bool, float, string>(a, b, f, s);
}
@@ -93,6 +97,18 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
OnRpcReceived();
}
[Rpc(SendTo.Authority)]
public void DefaultToAuthorityRpc()
{
OnRpcReceived();
}
[Rpc(SendTo.NotAuthority)]
public void DefaultToNotAuthorityRpc()
{
OnRpcReceived();
}
// RPCs with parameters
[Rpc(SendTo.Everyone)]
@@ -143,6 +159,18 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
OnRpcReceivedWithParams(i, b, f, s);
}
[Rpc(SendTo.Authority)]
public void DefaultToAuthorityWithParamsRpc(int i, bool b, float f, string s)
{
OnRpcReceivedWithParams(i, b, f, s);
}
[Rpc(SendTo.NotAuthority)]
public void DefaultToNotAuthorityWithParamsRpc(int i, bool b, float f, string s)
{
OnRpcReceivedWithParams(i, b, f, s);
}
// RPCs with RPC parameters
[Rpc(SendTo.Everyone)]
@@ -201,6 +229,19 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
ReceivedFrom = rpcParams.Receive.SenderClientId;
}
[Rpc(SendTo.Authority)]
public void DefaultToAuthorityWithRpcParamsRpc(RpcParams rpcParams)
{
OnRpcReceived();
ReceivedFrom = rpcParams.Receive.SenderClientId;
}
[Rpc(SendTo.NotAuthority)]
public void DefaultToNotAuthorityWithRpcParamsRpc(RpcParams rpcParams)
{
OnRpcReceived();
ReceivedFrom = rpcParams.Receive.SenderClientId;
}
// RPCs with parameters and RPC parameters
@@ -252,6 +293,18 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
OnRpcReceivedWithParams(i, b, f, s);
}
[Rpc(SendTo.Authority)]
public void DefaultToAuthorityWithParamsAndRpcParamsRpc(int i, bool b, float f, string s, RpcParams rpcParams)
{
OnRpcReceivedWithParams(i, b, f, s);
}
[Rpc(SendTo.NotAuthority)]
public void DefaultToNotAuthorityWithParamsAndRpcParamsRpc(int i, bool b, float f, string s, RpcParams rpcParams)
{
OnRpcReceivedWithParams(i, b, f, s);
}
// RPCs with AllowTargetOverride = true
// AllowTargetOverried is implied with SpecifiedInParams and does not need to be stated
@@ -310,6 +363,18 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
OnRpcReceived();
}
[Rpc(SendTo.Authority, AllowTargetOverride = true)]
public void DefaultToAuthorityAllowOverrideRpc(RpcParams rpcParams)
{
OnRpcReceived();
}
[Rpc(SendTo.NotAuthority, AllowTargetOverride = true)]
public void DefaultToNotAuthorityAllowOverrideRpc(RpcParams rpcParams)
{
OnRpcReceived();
}
// RPCs with DeferLocal = true
[Rpc(SendTo.Everyone, DeferLocal = true)]
@@ -354,6 +419,18 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
OnRpcReceived();
}
[Rpc(SendTo.Authority, DeferLocal = true)]
public void DefaultToAuthorityDeferLocalRpc(RpcParams rpcParams)
{
OnRpcReceived();
}
[Rpc(SendTo.NotAuthority, DeferLocal = true)]
public void DefaultToNotAuthorityDeferLocalRpc(RpcParams rpcParams)
{
OnRpcReceived();
}
// RPCs with RequireOwnership = true
[Rpc(SendTo.Everyone, RequireOwnership = true)]
@@ -410,6 +487,17 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
OnRpcReceived();
}
[Rpc(SendTo.Authority, RequireOwnership = true)]
public void DefaultToAuthorityRequireOwnershipRpc()
{
OnRpcReceived();
}
[Rpc(SendTo.NotAuthority, RequireOwnership = true)]
public void DefaultToNotAuthorityRequireOwnershipRpc()
{
OnRpcReceived();
}
// Mutual RPC Recursion
@@ -496,6 +584,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
foreach (var obj in Object.FindObjectsByType<UniversalRpcNetworkBehaviour>(FindObjectsSortMode.None))
{
obj.Received = string.Empty;
obj.ReceivedCount = 0;
obj.ReceivedParams = null;
obj.ReceivedFrom = ulong.MaxValue;
}
@@ -528,10 +617,11 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
return m_PlayerNetworkObjects[onClient][ownerClientId].GetComponent<UniversalRpcNetworkBehaviour>();
}
protected void VerifyLocalReceived(ulong objectOwner, ulong sender, string name, bool verifyReceivedFrom)
protected void VerifyLocalReceived(ulong objectOwner, ulong sender, string name, bool verifyReceivedFrom, int expectedReceived = 1)
{
var obj = GetPlayerObject(objectOwner, sender);
Assert.AreEqual(name, obj.Received);
Assert.That(obj.ReceivedCount, Is.EqualTo(expectedReceived));
Assert.IsNull(obj.ReceivedParams);
if (verifyReceivedFrom)
{
@@ -543,6 +633,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
{
var obj = GetPlayerObject(objectOwner, sender);
Assert.AreEqual(name, obj.Received);
Assert.That(obj.ReceivedCount, Is.EqualTo(1));
Assert.IsNotNull(obj.ReceivedParams);
Assert.AreEqual(i, obj.ReceivedParams.Item1);
Assert.AreEqual(b, obj.ReceivedParams.Item2);
@@ -556,17 +647,18 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
{
UniversalRpcNetworkBehaviour playerObject = GetPlayerObject(objectOwner, client);
Assert.AreEqual(string.Empty, playerObject.Received);
Assert.That(playerObject.ReceivedCount, Is.EqualTo(0));
Assert.IsNull(playerObject.ReceivedParams);
}
}
protected void VerifyRemoteReceived(ulong objectOwner, ulong sender, string message, ulong[] receivedBy, bool verifyReceivedFrom, bool waitForMessages = true)
protected void VerifyRemoteReceived(ulong objectOwner, ulong sender, string message, ulong[] receivedBy, bool verifyReceivedFrom, bool waitForMessages = true, int expectedReceived = 1)
{
foreach (var client in receivedBy)
{
if (client == sender)
{
VerifyLocalReceived(objectOwner, sender, message, verifyReceivedFrom);
VerifyLocalReceived(objectOwner, sender, message, verifyReceivedFrom, expectedReceived);
break;
}
@@ -628,6 +720,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
{
UniversalRpcNetworkBehaviour playerObject = GetPlayerObject(objectOwner, client);
Assert.AreEqual(message, playerObject.Received);
Assert.That(playerObject.ReceivedCount, Is.EqualTo(expectedReceived));
Assert.IsNull(playerObject.ReceivedParams);
if (verifyReceivedFrom)
{
@@ -701,6 +794,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
{
UniversalRpcNetworkBehaviour playerObject = GetPlayerObject(objectOwner, client);
Assert.AreEqual(message, playerObject.Received);
Assert.That(playerObject.ReceivedCount, Is.EqualTo(1));
Assert.IsNotNull(playerObject.ReceivedParams);
Assert.AreEqual(i, playerObject.ReceivedParams.Item1);
@@ -805,6 +899,26 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
VerifySentToNotId(objectOwner, sender, sender, methodName, false);
}
public void VerifySentToAuthority(ulong objectOwner, ulong sender, string methodName)
{
var receiver = objectOwner;
if (!m_DistributedAuthority)
{
receiver = NetworkManager.ServerClientId;
}
VerifySentToId(objectOwner, sender, receiver, methodName, false);
}
public void VerifySentToNotAuthority(ulong objectOwner, ulong sender, string methodName)
{
var receiver = objectOwner;
if (!m_DistributedAuthority)
{
receiver = NetworkManager.ServerClientId;
}
VerifySentToNotId(objectOwner, sender, receiver, methodName, false);
}
public void VerifySentToOwnerWithReceivedFrom(ulong objectOwner, ulong sender, string methodName)
{
VerifySentToId(objectOwner, sender, objectOwner, methodName, true);
@@ -847,6 +961,26 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
VerifySentToNotId(objectOwner, sender, sender, methodName, true);
}
public void VerifySentToAuthorityWithReceivedFrom(ulong objectOwner, ulong sender, string methodName)
{
var receiver = objectOwner;
if (!m_DistributedAuthority)
{
receiver = NetworkManager.ServerClientId;
}
VerifySentToId(objectOwner, sender, receiver, methodName, true);
}
public void VerifySentToNotAuthorityWithReceivedFrom(ulong objectOwner, ulong sender, string methodName)
{
var receiver = objectOwner;
if (!m_DistributedAuthority)
{
receiver = NetworkManager.ServerClientId;
}
VerifySentToNotId(objectOwner, sender, receiver, methodName, true);
}
public void VerifySentToOwnerWithParams(ulong objectOwner, ulong sender, string methodName, int i, bool b, float f, string s)
{
VerifySentToIdWithParams(objectOwner, sender, objectOwner, methodName, i, b, f, s);
@@ -889,6 +1023,26 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
VerifySentToNotIdWithParams(objectOwner, sender, sender, methodName, i, b, f, s);
}
public void VerifySentToAuthorityWithParams(ulong objectOwner, ulong sender, string methodName, int i, bool b, float f, string s)
{
var receiver = objectOwner;
if (!m_DistributedAuthority)
{
receiver = NetworkManager.ServerClientId;
}
VerifySentToIdWithParams(objectOwner, sender, receiver, methodName, i, b, f, s);
}
public void VerifySentToNotAuthorityWithParams(ulong objectOwner, ulong sender, string methodName, int i, bool b, float f, string s)
{
var receiver = objectOwner;
if (!m_DistributedAuthority)
{
receiver = NetworkManager.ServerClientId;
}
VerifySentToNotIdWithParams(objectOwner, sender, receiver, methodName, i, b, f, s);
}
public void RethrowTargetInvocationException(Action action)
{
try
@@ -902,6 +1056,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
}
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class UniversalRpcTestSendingNoOverride : UniversalRpcTestsBase
@@ -914,7 +1069,8 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
[Test]
public void TestSendingNoOverride(
// Excludes SendTo.SpecifiedInParams
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost)] SendTo sendTo,
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer,
SendTo.ClientsAndHost, SendTo.Authority, SendTo.NotAuthority)] SendTo sendTo,
[Values(0u, 1u, 2u)] ulong objectOwner,
[Values(0u, 1u, 2u)] ulong sender
)
@@ -932,6 +1088,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class UniversalRpcTestSenderClientId : UniversalRpcTestsBase
@@ -944,7 +1101,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
[Test]
public void TestSenderClientId(
// Excludes SendTo.SpecifiedInParams
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost)] SendTo sendTo,
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost, SendTo.Authority, SendTo.NotAuthority)] SendTo sendTo,
[Values(0u, 1u, 2u)] ulong objectOwner,
[Values(0u, 1u, 2u)] ulong sender
)
@@ -962,6 +1119,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class UniversalRpcTestSendingNoOverrideWithParams : UniversalRpcTestsBase
@@ -974,7 +1132,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
[Test]
public void TestSendingNoOverrideWithParams(
// Excludes SendTo.SpecifiedInParams
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost)] SendTo sendTo,
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost, SendTo.Authority, SendTo.NotAuthority)] SendTo sendTo,
[Values(0u, 1u, 2u)] ulong objectOwner,
[Values(0u, 1u, 2u)] ulong sender
)
@@ -1004,6 +1162,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class UniversalRpcTestSendingNoOverrideWithParamsAndRpcParams : UniversalRpcTestsBase
@@ -1016,7 +1175,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
[Test]
public void TestSendingNoOverrideWithParamsAndRpcParams(
// Excludes SendTo.SpecifiedInParams
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost)] SendTo sendTo,
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost, SendTo.Authority, SendTo.NotAuthority)] SendTo sendTo,
[Values(0u, 1u, 2u)] ulong objectOwner,
[Values(0u, 1u, 2u)] ulong sender
)
@@ -1046,6 +1205,8 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class UniversalRpcTestRequireOwnership : UniversalRpcTestsBase
@@ -1058,7 +1219,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
[Test]
public void TestRequireOwnership(
// Excludes SendTo.SpecifiedInParams
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost)] SendTo sendTo,
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost, SendTo.Authority, SendTo.NotAuthority)] SendTo sendTo,
[Values(0u, 1u, 2u)] ulong objectOwner,
[Values(0u, 1u, 2u)] ulong sender
)
@@ -1082,6 +1243,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
}
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class UniversalRpcTestDisallowedOverride : UniversalRpcTestsBase
@@ -1091,10 +1253,11 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
// Add both authority and nonauthority
[Test]
public void TestDisallowedOverride(
// Excludes SendTo.SpecifiedInParams
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost)] SendTo sendTo,
[Values(SendTo.Everyone, SendTo.Me, SendTo.Owner, SendTo.Server, SendTo.NotMe, SendTo.NotOwner, SendTo.NotServer, SendTo.ClientsAndHost, SendTo.Authority, SendTo.NotAuthority)] SendTo sendTo,
[Values(0u, 1u, 2u)] ulong objectOwner,
[Values(0u, 1u, 2u)] ulong sender)
{
@@ -1126,6 +1289,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
// Look at the implementations and add both
[Test]
public void TestSendingWithTargetOverride(
[Values] SendTo defaultSendTo,
@@ -1382,6 +1546,7 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
}
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class UniversalRpcTestDeferLocal : UniversalRpcTestsBase
@@ -1438,6 +1603,15 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
[TestCase(SendTo.ClientsAndHost, 2u, 0u)]
[TestCase(SendTo.ClientsAndHost, 2u, 1u)]
[TestCase(SendTo.ClientsAndHost, 2u, 2u)]
[TestCase(SendTo.Authority, 0u, 0u)]
[TestCase(SendTo.Authority, 1u, 1u)]
[TestCase(SendTo.Authority, 2u, 2u)]
[TestCase(SendTo.NotAuthority, 0u, 1u)]
[TestCase(SendTo.NotAuthority, 0u, 2u)]
[TestCase(SendTo.NotAuthority, 1u, 0u)]
[TestCase(SendTo.NotAuthority, 1u, 2u)]
[TestCase(SendTo.NotAuthority, 2u, 0u)]
[TestCase(SendTo.NotAuthority, 2u, 1u)]
public void TestDeferLocal(
SendTo defaultSendTo,
ulong objectOwner,
@@ -1450,6 +1624,13 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
// Just consider this case a success...
return;
}
// Similar to above, since Server and NotServer are already tested we can consider this a success
if (!m_DistributedAuthority && defaultSendTo == SendTo.Authority || defaultSendTo == SendTo.NotAuthority)
{
return;
}
var sendMethodName = $"DefaultTo{defaultSendTo}DeferLocalRpc";
var verifyMethodName = $"VerifySentTo{defaultSendTo}";
var senderObject = GetPlayerObject(objectOwner, sender);
@@ -1512,6 +1693,15 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
[TestCase(SendTo.ClientsAndHost, 2u, 0u)]
[TestCase(SendTo.ClientsAndHost, 2u, 1u)]
[TestCase(SendTo.ClientsAndHost, 2u, 2u)]
[TestCase(SendTo.Authority, 0u, 0u)]
[TestCase(SendTo.Authority, 1u, 1u)]
[TestCase(SendTo.Authority, 2u, 2u)]
[TestCase(SendTo.NotAuthority, 0u, 1u)]
[TestCase(SendTo.NotAuthority, 0u, 2u)]
[TestCase(SendTo.NotAuthority, 1u, 0u)]
[TestCase(SendTo.NotAuthority, 1u, 2u)]
[TestCase(SendTo.NotAuthority, 2u, 0u)]
[TestCase(SendTo.NotAuthority, 2u, 1u)]
public void TestDeferLocalOverrideToTrue(
SendTo defaultSendTo,
ulong objectOwner,
@@ -1524,6 +1714,12 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
// Just consider this case a success...
return;
}
// Similar to above, since Server and NotServer are already tested we can consider this a success
if (!m_DistributedAuthority && defaultSendTo == SendTo.Authority || defaultSendTo == SendTo.NotAuthority)
{
return;
}
var sendMethodName = $"DefaultTo{defaultSendTo}WithRpcParamsRpc";
var verifyMethodName = $"VerifySentTo{defaultSendTo}";
var senderObject = GetPlayerObject(objectOwner, sender);
@@ -1586,6 +1782,15 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
[TestCase(SendTo.ClientsAndHost, 2u, 0u)]
[TestCase(SendTo.ClientsAndHost, 2u, 1u)]
[TestCase(SendTo.ClientsAndHost, 2u, 2u)]
[TestCase(SendTo.Authority, 0u, 0u)]
[TestCase(SendTo.Authority, 1u, 1u)]
[TestCase(SendTo.Authority, 2u, 2u)]
[TestCase(SendTo.NotAuthority, 0u, 1u)]
[TestCase(SendTo.NotAuthority, 0u, 2u)]
[TestCase(SendTo.NotAuthority, 1u, 0u)]
[TestCase(SendTo.NotAuthority, 1u, 2u)]
[TestCase(SendTo.NotAuthority, 2u, 0u)]
[TestCase(SendTo.NotAuthority, 2u, 1u)]
public void TestDeferLocalOverrideToFalse(
SendTo defaultSendTo,
ulong objectOwner,
@@ -1598,6 +1803,12 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
// Just consider this case a success...
return;
}
// Similar to above, since Server and NotServer are already tested we can consider this a success
if (!m_DistributedAuthority && defaultSendTo == SendTo.Authority || defaultSendTo == SendTo.NotAuthority)
{
return;
}
var sendMethodName = $"DefaultTo{defaultSendTo}DeferLocalRpc";
var verifyMethodName = $"VerifySentTo{defaultSendTo}";
var senderObject = GetPlayerObject(objectOwner, sender);
@@ -1636,17 +1847,20 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
VerifyNotReceived(NetworkManager.ServerClientId, s_ClientIds);
for (var i = 0; i < 10; ++i)
var clientListExpected = 1;
var serverListExpected = 2;
for (var i = 1; i <= 10; ++i)
{
WaitForMessageReceivedWithTimeTravel<RpcMessage>(clientList);
VerifyRemoteReceived(NetworkManager.ServerClientId, NetworkManager.ServerClientId, nameof(UniversalRpcNetworkBehaviour.MutualRecursionClientRpc), clientIdArray, false, false);
VerifyRemoteReceived(NetworkManager.ServerClientId, NetworkManager.ServerClientId, nameof(UniversalRpcNetworkBehaviour.MutualRecursionClientRpc), clientIdArray, false, false, clientListExpected);
VerifyNotReceived(NetworkManager.ServerClientId, serverIdArray);
clientListExpected *= 2;
Clear();
WaitForMessageReceivedWithTimeTravel<RpcMessage>(serverList);
VerifyRemoteReceived(NetworkManager.ServerClientId, NetworkManager.ServerClientId, nameof(UniversalRpcNetworkBehaviour.MutualRecursionServerRpc), serverIdArray, false, false);
VerifyRemoteReceived(NetworkManager.ServerClientId, NetworkManager.ServerClientId, nameof(UniversalRpcNetworkBehaviour.MutualRecursionServerRpc), serverIdArray, false, false, serverListExpected);
VerifyNotReceived(NetworkManager.ServerClientId, clientIdArray);
serverListExpected *= 2;
Clear();
}
@@ -1915,3 +2129,4 @@ namespace Unity.Netcode.RuntimeTests.UniversalRpcTests
}
}
#endif