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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@@ -10,13 +10,13 @@ namespace Unity.Netcode.RuntimeTests
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{
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public class RpcTestNB : NetworkBehaviour
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{
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public event Action OnServer_Rpc;
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public event Action<ulong, ServerRpcParams> OnServer_Rpc;
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public event Action OnClient_Rpc;
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[ServerRpc]
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public void MyServerRpc()
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public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
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{
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OnServer_Rpc();
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OnServer_Rpc(clientId, param);
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}
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[ClientRpc]
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@@ -42,11 +42,12 @@ namespace Unity.Netcode.RuntimeTests
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER*
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var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
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var clientId = m_ClientNetworkManagers[0].LocalClientId;
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ServerNetworkManager, serverClientPlayerResult));
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
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var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
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// Setup state
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bool hasReceivedServerRpc = false;
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@@ -59,15 +60,16 @@ namespace Unity.Netcode.RuntimeTests
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hasReceivedClientRpcRemotely = true;
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};
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clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
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clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
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{
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// The RPC invoked locally. (Weaver failure?)
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Assert.Fail("ServerRpc invoked locally. Weaver failure?");
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};
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serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
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serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
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{
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Debug.Log("ServerRpc received on server object");
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Assert.True(param.Receive.SenderClientId == clientId);
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hasReceivedServerRpc = true;
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};
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@@ -79,7 +81,7 @@ namespace Unity.Netcode.RuntimeTests
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};
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// Send ServerRpc
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clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc();
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clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc(clientId);
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// Send ClientRpc
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serverClientPlayerResult.Result.GetComponent<RpcTestNB>().MyClientRpc();
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