com.unity.netcode.gameobjects@1.0.0-pre.5

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.5] - 2022-01-26

### Added

- Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528)

### Changed

- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)

### Fixed

- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
This commit is contained in:
Unity Technologies
2022-01-26 00:00:00 +00:00
parent 36d07fad5e
commit 4818405514
17 changed files with 403 additions and 39 deletions

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@@ -6,6 +6,22 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [1.0.0-pre.5] - 2022-01-26
### Added
- Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528)
### Changed
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)
### Fixed
- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
## [1.0.0-pre.4] - 2021-01-04 ## [1.0.0-pre.4] - 2021-01-04
### Added ### Added
@@ -29,10 +45,13 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - 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 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) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)
- Fixed network tick value sometimes being duplicated or skipped. (#1614)
### Changed ### 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) - 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) - Updated com.unity.collections to 1.1.0 (#1451)
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)
## [1.0.0-pre.3] - 2021-10-22 ## [1.0.0-pre.3] - 2021-10-22

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@@ -15,7 +15,6 @@ namespace Unity.Netcode.Editor
private static GUIStyle s_HelpBoxStyle; private static GUIStyle s_HelpBoxStyle;
// Properties // Properties
private SerializedProperty m_DontDestroyOnLoadProperty;
private SerializedProperty m_RunInBackgroundProperty; private SerializedProperty m_RunInBackgroundProperty;
private SerializedProperty m_LogLevelProperty; private SerializedProperty m_LogLevelProperty;
@@ -85,7 +84,6 @@ namespace Unity.Netcode.Editor
m_NetworkManager = (NetworkManager)target; m_NetworkManager = (NetworkManager)target;
// Base properties // Base properties
m_DontDestroyOnLoadProperty = serializedObject.FindProperty(nameof(NetworkManager.DontDestroy));
m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground)); m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel)); m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig)); m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
@@ -112,7 +110,6 @@ namespace Unity.Netcode.Editor
private void CheckNullProperties() private void CheckNullProperties()
{ {
// Base properties // Base properties
m_DontDestroyOnLoadProperty = serializedObject.FindProperty(nameof(NetworkManager.DontDestroy));
m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground)); m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel)); m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig)); m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
@@ -223,7 +220,6 @@ namespace Unity.Netcode.Editor
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient) if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
{ {
serializedObject.Update(); serializedObject.Update();
EditorGUILayout.PropertyField(m_DontDestroyOnLoadProperty);
EditorGUILayout.PropertyField(m_RunInBackgroundProperty); EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
EditorGUILayout.PropertyField(m_LogLevelProperty); EditorGUILayout.PropertyField(m_LogLevelProperty);
EditorGUILayout.Space(); EditorGUILayout.Space();

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@@ -0,0 +1,108 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace Unity.Netcode.Editor
{
#if UNITY_EDITOR
/// <summary>
/// Specialized editor specific NetworkManager code
/// </summary>
public class NetworkManagerHelper : NetworkManager.INetworkManagerHelper
{
internal static NetworkManagerHelper Singleton;
// This is primarily to handle multiInstance scenarios where more than 1 NetworkManager could exist
private static Dictionary<NetworkManager, Transform> s_LastKnownNetworkManagerParents = new Dictionary<NetworkManager, Transform>();
/// <summary>
/// Initializes the singleton instance and registers for:
/// Hierarchy changed notification: to notify the user when they nest a NetworkManager
/// Play mode state change notification: to capture when entering or exiting play mode (currently only exiting)
/// </summary>
[InitializeOnLoadMethod]
private static void InitializeOnload()
{
Singleton = new NetworkManagerHelper();
NetworkManager.NetworkManagerHelper = Singleton;
EditorApplication.playModeStateChanged -= EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
}
private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)
{
switch (playModeStateChange)
{
case PlayModeStateChange.ExitingEditMode:
{
s_LastKnownNetworkManagerParents.Clear();
break;
}
}
}
private static void EditorApplication_hierarchyChanged()
{
var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
foreach (var networkManager in allNetworkManagers)
{
networkManager.NetworkManagerCheckForParent();
}
}
/// <summary>
/// Handles notifying the user, via display dialog window, that they have nested a NetworkManager.
/// When in edit mode it provides the option to automatically fix the issue
/// When in play mode it just notifies the user when entering play mode as well as when the user
/// tries to start a network session while a NetworkManager is still nested.
/// </summary>
public bool NotifyUserOfNestedNetworkManager(NetworkManager networkManager, bool ignoreNetworkManagerCache = false, bool editorTest = false)
{
var gameObject = networkManager.gameObject;
var transform = networkManager.transform;
var isParented = transform.root != transform;
var message = NetworkManager.GenerateNestedNetworkManagerMessage(transform);
if (s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && !ignoreNetworkManagerCache)
{
// If we have already notified the user, then don't notify them again
if (s_LastKnownNetworkManagerParents[networkManager] == transform.root)
{
return isParented;
}
else // If we are no longer a child, then we can remove ourself from this list
if (transform.root == gameObject.transform)
{
s_LastKnownNetworkManagerParents.Remove(networkManager);
}
}
if (!EditorApplication.isUpdating && isParented)
{
if (!EditorApplication.isPlaying && !editorTest)
{
message += $"Click 'Auto-Fix' to automatically remove it from {transform.root.gameObject.name} or 'Manual-Fix' to fix it yourself in the hierarchy view.";
if (EditorUtility.DisplayDialog("Invalid Nested NetworkManager", message, "Auto-Fix", "Manual-Fix"))
{
transform.parent = null;
isParented = false;
}
}
else
{
Debug.LogError(message);
}
if (!s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && isParented)
{
s_LastKnownNetworkManagerParents.Add(networkManager, networkManager.transform.root);
}
}
return isParented;
}
}
#endif
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b26b53dc28ae1b5488bbbecc3e499bbc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,7 +1,7 @@
[![Forums](https://img.shields.io/badge/unity--forums-multiplayer-blue)](https://forum.unity.com/forums/multiplayer.26/) [![Discord](https://img.shields.io/discord/449263083769036810.svg?label=discord&logo=discord&color=informational)](https://discord.gg/FM8SE9E) [![Forums](https://img.shields.io/badge/unity--forums-multiplayer-blue)](https://forum.unity.com/forums/multiplayer.26/) [![Discord](https://img.shields.io/discord/449263083769036810.svg?label=discord&logo=discord&color=informational)](https://discord.gg/FM8SE9E)
[![Website](https://img.shields.io/badge/docs-website-informational.svg)](https://docs-multiplayer.unity3d.com/) [![Api](https://img.shields.io/badge/docs-api-informational.svg)](https://docs-multiplayer.unity3d.com/docs/mlapi-api/introduction) [![Website](https://img.shields.io/badge/docs-website-informational.svg)](https://docs-multiplayer.unity3d.com/) [![Api](https://img.shields.io/badge/docs-api-informational.svg)](https://docs-multiplayer.unity3d.com/docs/mlapi-api/introduction)
Netcode for GameObjects provides networking capabilities to GameObject & MonoBehaviour Unity workflows. The framework is interoperable with many low-level transports, including the official [Unity Transport Package](https://docs.unity3d.com/Packages/com.unity.transport@1.0/manual/index.html). Netcode for GameObjects provides networking capabilities to GameObject & MonoBehaviour Unity workflows. The framework is interoperable with many low-level transports, including the official [Unity Transport Package](https://docs-multiplayer.unity3d.com/transport/1.0.0/introduction).
### Getting Started ### Getting Started
Visit the [Multiplayer Docs Site](https://docs-multiplayer.unity3d.com/) for package & API documentation, as well as information about several samples which leverage the Netcode for GameObjects package. Visit the [Multiplayer Docs Site](https://docs-multiplayer.unity3d.com/) for package & API documentation, as well as information about several samples which leverage the Netcode for GameObjects package.

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@@ -197,11 +197,6 @@ namespace Unity.Netcode
public NetworkTime ServerTime => NetworkTickSystem?.ServerTime ?? default; public NetworkTime ServerTime => NetworkTickSystem?.ServerTime ?? default;
/// <summary>
/// Gets or sets if the NetworkManager should be marked as DontDestroyOnLoad
/// </summary>
[HideInInspector] public bool DontDestroy = true;
/// <summary> /// <summary>
/// Gets or sets if the application should be set to run in background /// Gets or sets if the application should be set to run in background
/// </summary> /// </summary>
@@ -490,6 +485,13 @@ namespace Unity.Netcode
private void Initialize(bool server) private void Initialize(bool server)
{ {
// Don't allow the user to start a network session if the NetworkManager is
// still parented under another GameObject
if (NetworkManagerCheckForParent(true))
{
return;
}
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer) if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{ {
NetworkLog.LogInfo(nameof(Initialize)); NetworkLog.LogInfo(nameof(Initialize));
@@ -941,11 +943,6 @@ namespace Unity.Netcode
private void OnEnable() private void OnEnable()
{ {
if (DontDestroy)
{
DontDestroyOnLoad(gameObject);
}
if (RunInBackground) if (RunInBackground)
{ {
Application.runInBackground = true; Application.runInBackground = true;
@@ -955,6 +952,11 @@ namespace Unity.Netcode
{ {
SetSingleton(); SetSingleton();
} }
if (!NetworkManagerCheckForParent())
{
DontDestroyOnLoad(gameObject);
}
} }
private void Awake() private void Awake()
@@ -962,6 +964,48 @@ namespace Unity.Netcode
UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded; UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded;
} }
/// <summary>
/// Handle runtime detection for parenting the NetworkManager's GameObject under another GameObject
/// </summary>
private void OnTransformParentChanged()
{
NetworkManagerCheckForParent();
}
/// <summary>
/// Determines if the NetworkManager's GameObject is parented under another GameObject and
/// notifies the user that this is not allowed for the NetworkManager.
/// </summary>
internal bool NetworkManagerCheckForParent(bool ignoreNetworkManagerCache = false)
{
#if UNITY_EDITOR
var isParented = NetworkManagerHelper.NotifyUserOfNestedNetworkManager(this, ignoreNetworkManagerCache);
#else
var isParented = transform.root != transform;
if (isParented)
{
throw new Exception(GenerateNestedNetworkManagerMessage(transform));
}
#endif
return isParented;
}
static internal string GenerateNestedNetworkManagerMessage(Transform transform)
{
return $"{transform.name} is nested under {transform.root.name}. NetworkManager cannot be nested.\n";
}
#if UNITY_EDITOR
static internal INetworkManagerHelper NetworkManagerHelper;
/// <summary>
/// Interface for NetworkManagerHelper
/// </summary>
internal interface INetworkManagerHelper
{
bool NotifyUserOfNestedNetworkManager(NetworkManager networkManager, bool ignoreNetworkManagerCache = false, bool editorTest = false);
}
#endif
// Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when unloading a scene with a NetworkManager // Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when unloading a scene with a NetworkManager
private void OnSceneUnloaded(Scene scene) private void OnSceneUnloaded(Scene scene)
{ {

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@@ -272,18 +272,22 @@ namespace Unity.Netcode
{ {
reader.ReadValueSafe(out int index); reader.ReadValueSafe(out int index);
reader.ReadValueSafe(out T value); reader.ReadValueSafe(out T value);
if (index < m_List.Length) if (index >= m_List.Length)
{ {
m_List[index] = value; throw new Exception("Shouldn't be here, index is higher than list length");
} }
var previousValue = m_List[index];
m_List[index] = value;
if (OnListChanged != null) if (OnListChanged != null)
{ {
OnListChanged(new NetworkListEvent<T> OnListChanged(new NetworkListEvent<T>
{ {
Type = eventType, Type = eventType,
Index = index, Index = index,
Value = value Value = value,
PreviousValue = previousValue
}); });
} }
@@ -293,7 +297,8 @@ namespace Unity.Netcode
{ {
Type = eventType, Type = eventType,
Index = index, Index = index,
Value = value Value = value,
PreviousValue = previousValue
}); });
} }
} }
@@ -368,7 +373,7 @@ namespace Unity.Netcode
public bool Contains(T item) public bool Contains(T item)
{ {
int index = NativeArrayExtensions.IndexOf(m_List, item); int index = NativeArrayExtensions.IndexOf(m_List, item);
return index == -1; return index != -1;
} }
/// <inheritdoc /> /// <inheritdoc />
@@ -528,6 +533,11 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public T Value; public T Value;
/// <summary>
/// The previous value when "Value" has changed, if available.
/// </summary>
public T PreviousValue;
/// <summary> /// <summary>
/// the index changed, added or removed if available /// the index changed, added or removed if available
/// </summary> /// </summary>

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@@ -565,20 +565,8 @@ namespace Unity.Netcode
GenerateScenesInBuild(); GenerateScenesInBuild();
// If NetworkManager has this set to true, then we can get the DDOL (DontDestroyOnLoad) from its GaemObject // Since NetworkManager is now always migrated to the DDOL we will use this to get the DDOL scene
if (networkManager.DontDestroy)
{
DontDestroyOnLoadScene = networkManager.gameObject.scene; DontDestroyOnLoadScene = networkManager.gameObject.scene;
}
else
{
// Otherwise, we have to create a GameObject and move it into the DDOL in order to
// register the DDOL scene handle with NetworkSceneManager
var myDDOLObject = new GameObject("DDOL-NWSM");
UnityEngine.Object.DontDestroyOnLoad(myDDOLObject);
DontDestroyOnLoadScene = myDDOLObject.scene;
UnityEngine.Object.Destroy(myDDOLObject);
}
ServerSceneHandleToClientSceneHandle.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene.handle); ServerSceneHandleToClientSceneHandle.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene.handle);
ScenesLoaded.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene); ScenesLoaded.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene);

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@@ -114,6 +114,11 @@ namespace Unity.Netcode
{ {
double d = m_TimeSec / m_TickInterval; double d = m_TimeSec / m_TickInterval;
m_CachedTick = (int)d; m_CachedTick = (int)d;
// This check is needed due to double division imprecision of large numbers
if ((d - m_CachedTick) >= 0.999999999999)
{
m_CachedTick++;
}
m_CachedTickOffset = ((d - Math.Truncate(d)) * m_TickInterval); m_CachedTickOffset = ((d - Math.Truncate(d)) * m_TickInterval);
// This handles negative time, decreases tick by 1 and makes offset positive. // This handles negative time, decreases tick by 1 and makes offset positive.

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@@ -26,6 +26,7 @@ namespace Unity.Netcode.Samples
protected override void Update() protected override void Update()
{ {
CanCommitToTransform = IsOwner;
base.Update(); base.Update();
if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsListening)) if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsListening))
{ {

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@@ -0,0 +1,38 @@
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.Editor;
using UnityEngine.TestTools;
namespace Unity.Netcode.EditorTests
{
public class NetworkManagerConfigurationTests
{
/// <summary>
/// Does a simple check to make sure the nested network manager will
/// notify the user when in the editor. This is just a unit test to
/// validate this is functioning
/// </summary>
[Test]
public void NestedNetworkManagerCheck()
{
var parent = new GameObject("ParentObject");
var networkManagerObject = new GameObject(nameof(NestedNetworkManagerCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
// Make our NetworkManager's GameObject nested
networkManagerObject.transform.parent = parent.transform;
// Pre-generate the error message we are expecting to see
var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
// Trap for the nested NetworkManager exception
LogAssert.Expect(LogType.Error, messageToCheck);
// Since this is an in-editor test, we must force this invocation
NetworkManagerHelper.Singleton.NotifyUserOfNestedNetworkManager(networkManager, false, true);
// Clean up
Object.DestroyImmediate(parent);
}
}
}

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@@ -0,0 +1,11 @@
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@@ -198,6 +198,39 @@ namespace Unity.Netcode.EditorTests
Assert.IsTrue(Approximately(startTime.Time, (startTime2 - dif).Time, maxAcceptableTotalOffset)); Assert.IsTrue(Approximately(startTime.Time, (startTime2 - dif).Time, maxAcceptableTotalOffset));
} }
[Test]
public void NetworkTickAdvanceTest()
{
var shortSteps = Enumerable.Repeat(1 / 30f, 1000);
NetworkTickAdvanceTestInternal(shortSteps, 30, 0.0f, 0.0f);
}
private NetworkTickSystem m_TickSystem;
private NetworkTimeSystem m_TimeSystem;
private int m_PreviousTick;
private void NetworkTickAdvanceTestInternal(IEnumerable<float> steps, uint tickRate, float start, float start2 = 0f)
{
m_PreviousTick = 0;
m_TickSystem = new NetworkTickSystem(tickRate, start, start2);
m_TimeSystem = NetworkTimeSystem.ServerTimeSystem();
m_TickSystem.Tick += TickUpdate;
foreach (var step in steps)
{
m_TimeSystem.Advance(step);
m_TickSystem.UpdateTick(m_TimeSystem.LocalTime, m_TimeSystem.ServerTime);
}
}
private void TickUpdate()
{
// Make sure our tick is precisely 1 + m_PreviousTick
Assert.IsTrue(m_TickSystem.LocalTime.Tick == m_PreviousTick + 1);
// Assign the m_PreviousTick value for next tick check
m_PreviousTick = m_TickSystem.LocalTime.Tick;
}
private static bool Approximately(double a, double b, double epsilon = 0.000001d) private static bool Approximately(double a, double b, double epsilon = 0.000001d)
{ {
var dif = Math.Abs(a - b); var dif = Math.Abs(a - b);

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@@ -0,0 +1,37 @@
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode;
using Unity.Netcode.RuntimeTests;
using Object = UnityEngine.Object;
namespace TestProject.RuntimeTests
{
public class NestedNetworkManagerTests
{
[UnityTest]
public IEnumerator CheckNestedNetworkManager()
{
var parent = new GameObject("ParentObject");
var networkManagerObject = new GameObject(nameof(CheckNestedNetworkManager));
// Make our NetworkManager's GameObject nested
networkManagerObject.transform.parent = parent.transform;
// Pre-generate the error message we are expecting to see
var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
var transport = networkManagerObject.AddComponent<SIPTransport>();
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
// Trap for the nested NetworkManager exception
LogAssert.Expect(LogType.Error, messageToCheck);
yield return new WaitForSeconds(0.02f);
// Clean up
Object.Destroy(parent);
yield return null;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -224,8 +224,8 @@ namespace Unity.Netcode.RuntimeTests
{ {
return m_Player1OnServer.TheList.Count == 1 && return m_Player1OnServer.TheList.Count == 1 &&
m_Player1OnClient1.TheList.Count == 1 && m_Player1OnClient1.TheList.Count == 1 &&
m_Player1OnServer.TheList.Contains(k_TestKey1) && m_Player1OnServer.TheList.Contains(k_TestVal1) &&
m_Player1OnClient1.TheList.Contains(k_TestKey1); m_Player1OnClient1.TheList.Contains(k_TestVal1);
} }
); );
} }
@@ -328,6 +328,58 @@ namespace Unity.Netcode.RuntimeTests
); );
} }
[UnityTest]
public IEnumerator NetworkListValueUpdate([Values(true, false)] bool useHost)
{
m_TestWithHost = useHost;
yield return MultiInstanceHelpers.RunAndWaitForCondition(
() =>
{
m_Player1OnServer.TheList.Add(k_TestVal1);
},
() =>
{
return m_Player1OnServer.TheList.Count == 1 &&
m_Player1OnClient1.TheList.Count == 1 &&
m_Player1OnServer.TheList[0] == k_TestVal1 &&
m_Player1OnClient1.TheList[0] == k_TestVal1;
}
);
var testSucceeded = false;
void TestValueUpdatedCallback(NetworkListEvent<int> changedEvent)
{
testSucceeded = changedEvent.PreviousValue == k_TestVal1 &&
changedEvent.Value == k_TestVal3;
}
try
{
yield return MultiInstanceHelpers.RunAndWaitForCondition(
() =>
{
m_Player1OnServer.TheList[0] = k_TestVal3;
m_Player1OnClient1.TheList.OnListChanged += TestValueUpdatedCallback;
},
() =>
{
return m_Player1OnServer.TheList.Count == 1 &&
m_Player1OnClient1.TheList.Count == 1 &&
m_Player1OnServer.TheList[0] == k_TestVal3 &&
m_Player1OnClient1.TheList[0] == k_TestVal3;
}
);
}
finally
{
m_Player1OnClient1.TheList.OnListChanged -= TestValueUpdatedCallback;
}
Assert.That(testSucceeded);
}
[Test] [Test]
public void NetworkListIEnumerator([Values(true, false)] bool useHost) public void NetworkListIEnumerator([Values(true, false)] bool useHost)
{ {

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@@ -2,7 +2,7 @@
"name": "com.unity.netcode.gameobjects", "name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects", "displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.", "description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "1.0.0-pre.4", "version": "1.0.0-pre.5",
"unity": "2020.3", "unity": "2020.3",
"dependencies": { "dependencies": {
"com.unity.modules.animation": "1.0.0", "com.unity.modules.animation": "1.0.0",
@@ -12,12 +12,12 @@
"com.unity.collections": "1.1.0" "com.unity.collections": "1.1.0"
}, },
"upmCi": { "upmCi": {
"footprint": "28fd203207af71c78d6aaba679e94c5ead807529" "footprint": "770504b1f691c766a300b616c1d8106335265f3c"
}, },
"repository": { "repository": {
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