com.unity.netcode.gameobjects@1.0.0-pre.4
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.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Tests that check OnNetworkDespawn being invoked
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/// </summary>
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public class NetworkObjectOnNetworkDespawnTests
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{
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private NetworkManager m_ServerHost;
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private NetworkManager[] m_Clients;
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private GameObject m_ObjectToSpawn;
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private NetworkObject m_NetworkObject;
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internal class OnNetworkDespawnTestComponent : NetworkBehaviour
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{
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public bool OnNetworkDespawnCalled { get; internal set; }
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public override void OnNetworkSpawn()
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{
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OnNetworkDespawnCalled = false;
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base.OnNetworkSpawn();
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}
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public override void OnNetworkDespawn()
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{
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OnNetworkDespawnCalled = true;
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base.OnNetworkDespawn();
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}
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}
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[UnitySetUp]
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public IEnumerator Setup()
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{
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Assert.IsTrue(MultiInstanceHelpers.Create(1, out m_ServerHost, out m_Clients));
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m_ObjectToSpawn = new GameObject();
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m_NetworkObject = m_ObjectToSpawn.AddComponent<NetworkObject>();
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m_ObjectToSpawn.AddComponent<OnNetworkDespawnTestComponent>();
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// Make it a prefab
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MultiInstanceHelpers.MakeNetworkObjectTestPrefab(m_NetworkObject);
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var networkPrefab = new NetworkPrefab();
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networkPrefab.Prefab = m_ObjectToSpawn;
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m_ServerHost.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
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foreach (var client in m_Clients)
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{
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client.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
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}
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yield return null;
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}
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[UnityTearDown]
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public IEnumerator Teardown()
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{
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// Shutdown and clean up both of our NetworkManager instances
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if (m_ObjectToSpawn)
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{
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Object.Destroy(m_ObjectToSpawn);
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m_ObjectToSpawn = null;
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}
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MultiInstanceHelpers.Destroy();
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yield return null;
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}
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public enum InstanceType
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{
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Server,
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Host,
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Client
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}
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/// <summary>
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/// Tests that a spawned NetworkObject's associated NetworkBehaviours will have
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/// their OnNetworkDespawn invoked during NetworkManager shutdown.
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/// </summary>
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[UnityTest]
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public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceType.Server, InstanceType.Host, InstanceType.Client)] InstanceType despawnCheck)
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{
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var useHost = despawnCheck == InstanceType.Server ? false : true;
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var networkManager = despawnCheck == InstanceType.Host || despawnCheck == InstanceType.Server ? m_ServerHost : m_Clients[0];
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// Start the instances
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if (!MultiInstanceHelpers.Start(useHost, m_ServerHost, m_Clients))
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{
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Debug.LogError("Failed to start instances");
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Assert.Fail("Failed to start instances");
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}
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// [Client-Side] Wait for a connection to the server
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yield return MultiInstanceHelpers.WaitForClientsConnected(m_Clients, null, 512);
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// [Host-Server-Side] Check to make sure all clients are connected
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var clientCount = useHost ? m_Clients.Length + 1 : m_Clients.Length;
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yield return MultiInstanceHelpers.WaitForClientsConnectedToServer(m_ServerHost, clientCount, null, 512);
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// Spawn the test object
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var spawnedObject = Object.Instantiate(m_NetworkObject);
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var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
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spawnedNetworkObject.NetworkManagerOwner = m_ServerHost;
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spawnedNetworkObject.Spawn(true);
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// Get the spawned object relative to which NetworkManager instance we are testing.
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var relativeSpawnedObject = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.GetComponent<OnNetworkDespawnTestComponent>() != null), networkManager, relativeSpawnedObject));
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var onNetworkDespawnTestComponent = relativeSpawnedObject.Result.GetComponent<OnNetworkDespawnTestComponent>();
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// Confirm it is not set before shutting down the NetworkManager
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Assert.IsFalse(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
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// Shutdown the NetworkManager instance we are testing.
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networkManager.Shutdown();
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// Since shutdown is now delayed until the post frame update
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// just wait 2 frames before checking to see if OnNetworkDespawnCalled is true
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var currentFrame = Time.frameCount + 2;
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yield return new WaitUntil(() => Time.frameCount <= currentFrame);
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// Confirm that OnNetworkDespawn is invoked after shutdown
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Assert.IsTrue(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 93f8ca7aa8b616746a1c15592830b047
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -115,6 +115,9 @@ namespace Unity.Netcode.RuntimeTests
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Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
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}
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// Verifies that removing the ownership when the default (server) is already set does not cause
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// a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(dummyNetworkObject);
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[dummyNetworkObjectId];
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var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[dummyNetworkObjectId];
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