com.unity.netcode.gameobjects@1.1.0
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). ## [1.1.0] - 2022-10-21 ### Added - Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261) - `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235) - IPv6 is now supported for direct connections when using `UnityTransport`. (#2232) - Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) - Added position, rotation, and scale to the `ParentSyncMessage` which provides users the ability to specify the final values on the server-side when `OnNetworkObjectParentChanged` is invoked just before the message is created (when the `Transform` values are applied to the message). (#2146) - Added `NetworkObject.TryRemoveParent` method for convenience purposes opposed to having to cast null to either `GameObject` or `NetworkObject`. (#2146) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.0. (#2231) - The send queues of `UnityTransport` are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the `MaxSendQueueSize` property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212) - As a consequence of the above change, the `UnityTransport.InitialMaxSendQueueSize` field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212) - The debug simulator in `UnityTransport` is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196) - `NetworkVariable<>` now supports managed `INetworkSerializable` types, as well as other managed types with serialization/deserialization delegates registered to `UserNetworkVariableSerialization<T>.WriteValue` and `UserNetworkVariableSerialization<T>.ReadValue` (#2219) - `NetworkVariable<>` and `BufferSerializer<BufferSerializerReader>` now deserialize `INetworkSerializable` types in-place, rather than constructing new ones. (#2219) ### Fixed - Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261) - Fixed issue caused when changing ownership of objects hidden to some clients (#2242) - Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239) - Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226) - Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225) - Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222) - Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222) - Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222) - Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220) - Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203) - Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199) - Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158) - Fixed warning resulting from a stray NetworkAnimator.meta file (#2153) - Fixed Connection Approval Timeout not working client side. (#2164) - Fixed issue where the `WorldPositionStays` parenting parameter was not being synchronized with clients. (#2146) - Fixed issue where parented in-scene placed `NetworkObject`s would fail for late joining clients. (#2146) - Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when `WorldPositionStays` was true. (#2146) - Fixed issue with `NetworkTransform.ApplyTransformToNetworkStateWithInfo` where it was not honoring axis sync settings when `NetworkTransformState.IsTeleportingNextFrame` was true. (#2146) - Fixed issue with `NetworkTransform.TryCommitTransformToServer` where it was not honoring the `InLocalSpace` setting. (#2146) - Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144) - Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142) - Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127) - Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127) - Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739) - Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171) - Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987) - Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
This commit is contained in:
@@ -7,7 +7,7 @@ using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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using System.Runtime.CompilerServices;
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using Unity.Netcode.RuntimeTests;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.TestHelpers.Runtime
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@@ -23,7 +23,9 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// </summary>
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internal static bool IsRunning { get; private set; }
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protected static TimeoutHelper s_GlobalTimeoutHelper = new TimeoutHelper(8.0f);
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protected static WaitForSeconds s_DefaultWaitForTick = new WaitForSeconds(1.0f / k_DefaultTickRate);
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protected static WaitForSecondsRealtime s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
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public NetcodeLogAssert NetcodeLogAssert;
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/// <summary>
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/// Registered list of all NetworkObjects spawned.
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@@ -129,6 +131,18 @@ namespace Unity.Netcode.TestHelpers.Runtime
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protected bool m_EnableVerboseDebug { get; set; }
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/// <summary>
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/// When set to true, this will bypass the entire
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/// wait for clients to connect process.
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/// </summary>
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/// <remarks>
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/// CAUTION:
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/// Setting this to true will bypass other helper
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/// identification related code, so this should only
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/// be used for connection failure oriented testing
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/// </remarks>
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protected bool m_BypassConnectionTimeout { get; set; }
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/// <summary>
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/// Used to display the various integration test
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/// stages and can be used to log verbose information
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@@ -207,6 +221,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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{
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VerboseDebug($"Entering {nameof(SetUp)}");
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NetcodeLogAssert = new NetcodeLogAssert();
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yield return OnSetup();
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if (m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.AllTests && m_ServerNetworkManager == null ||
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m_NetworkManagerInstatiationMode == NetworkManagerInstatiationMode.PerTest)
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@@ -336,7 +351,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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if (m_ServerNetworkManager != null)
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{
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s_DefaultWaitForTick = new WaitForSeconds(1.0f / m_ServerNetworkManager.NetworkConfig.TickRate);
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s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / m_ServerNetworkManager.NetworkConfig.TickRate);
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}
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// Set the player prefab for the server and clients
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@@ -452,31 +467,36 @@ namespace Unity.Netcode.TestHelpers.Runtime
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// Notification that the server and clients have been started
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yield return OnStartedServerAndClients();
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// Wait for all clients to connect
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"{nameof(StartServerAndClients)} timed out waiting for all clients to be connected!");
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if (m_UseHost || m_ServerNetworkManager.IsHost)
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// When true, we skip everything else (most likely a connection oriented test)
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if (!m_BypassConnectionTimeout)
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{
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// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
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var serverPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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foreach (var playerNetworkObject in serverPlayerClones)
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// Wait for all clients to connect
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"{nameof(StartServerAndClients)} timed out waiting for all clients to be connected!");
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if (m_UseHost || m_ServerNetworkManager.IsHost)
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{
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if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
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// Add the server player instance to all m_ClientSidePlayerNetworkObjects entries
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var serverPlayerClones = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsPlayerObject && c.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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foreach (var playerNetworkObject in serverPlayerClones)
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{
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m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
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if (!m_PlayerNetworkObjects.ContainsKey(playerNetworkObject.NetworkManager.LocalClientId))
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{
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m_PlayerNetworkObjects.Add(playerNetworkObject.NetworkManager.LocalClientId, new Dictionary<ulong, NetworkObject>());
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}
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m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
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}
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m_PlayerNetworkObjects[playerNetworkObject.NetworkManager.LocalClientId].Add(m_ServerNetworkManager.LocalClientId, playerNetworkObject);
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}
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ClientNetworkManagerPostStartInit();
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// Notification that at this time the server and client(s) are instantiated,
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// started, and connected on both sides.
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yield return OnServerAndClientsConnected();
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VerboseDebug($"Exiting {nameof(StartServerAndClients)}");
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}
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ClientNetworkManagerPostStartInit();
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// Notification that at this time the server and client(s) are instantiated,
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// started, and connected on both sides.
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yield return OnServerAndClientsConnected();
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VerboseDebug($"Exiting {nameof(StartServerAndClients)}");
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}
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}
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@@ -571,7 +591,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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UnloadRemainingScenes();
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// reset the m_ServerWaitForTick for the next test to initialize
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s_DefaultWaitForTick = new WaitForSeconds(1.0f / k_DefaultTickRate);
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s_DefaultWaitForTick = new WaitForSecondsRealtime(1.0f / k_DefaultTickRate);
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VerboseDebug($"Exiting {nameof(ShutdownAndCleanUp)}");
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}
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@@ -596,6 +616,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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}
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VerboseDebug($"Exiting {nameof(TearDown)}");
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NetcodeLogAssert.Dispose();
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}
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/// <summary>
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@@ -758,6 +779,41 @@ namespace Unity.Netcode.TestHelpers.Runtime
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yield return WaitForClientsConnectedOrTimeOut(m_ClientNetworkManagers);
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}
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internal IEnumerator WaitForMessageReceived<T>(List<NetworkManager> wiatForReceivedBy, ReceiptType type = ReceiptType.Handled) where T : INetworkMessage
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{
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// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
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var messageHookEntriesForSpawn = new List<MessageHookEntry>();
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foreach (var clientNetworkManager in wiatForReceivedBy)
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{
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var messageHook = new MessageHookEntry(clientNetworkManager, type);
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messageHook.AssignMessageType<T>();
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messageHookEntriesForSpawn.Add(messageHook);
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}
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// Used to determine if all clients received the CreateObjectMessage
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var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
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yield return WaitForConditionOrTimeOut(hooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut);
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}
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internal IEnumerator WaitForMessagesReceived(List<Type> messagesInOrder, List<NetworkManager> wiatForReceivedBy, ReceiptType type = ReceiptType.Handled)
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{
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// Build our message hook entries tables so we can determine if all clients received spawn or ownership messages
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var messageHookEntriesForSpawn = new List<MessageHookEntry>();
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foreach (var clientNetworkManager in wiatForReceivedBy)
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{
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foreach (var message in messagesInOrder)
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{
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var messageHook = new MessageHookEntry(clientNetworkManager, type);
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messageHook.AssignMessageType(message);
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messageHookEntriesForSpawn.Add(messageHook);
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}
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}
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// Used to determine if all clients received the CreateObjectMessage
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var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
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yield return WaitForConditionOrTimeOut(hooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut);
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}
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/// <summary>
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/// Creates a basic NetworkObject test prefab, assigns it to a new
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/// NetworkPrefab entry, and then adds it to the server and client(s)
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