com.unity.netcode.gameobjects@2.0.0
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). ## [2.0.0] - 2024-09-12 ### Added - Added tooltips for all of the `NetworkObject` component's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049) - Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031) - Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013) - Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013) ### Fixed - Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051) - Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042) - Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030) - Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013) ### Changed - Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052) - Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052) - Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052) - Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
This commit is contained in:
@@ -1,65 +1,135 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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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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internal class ConnectionApprovalTests
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[TestFixture(PlayerCreation.Prefab)]
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[TestFixture(PlayerCreation.PrefabHash)]
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[TestFixture(PlayerCreation.NoPlayer)]
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[TestFixture(PlayerCreation.FailValidation)]
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internal class ConnectionApprovalTests : NetcodeIntegrationTest
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{
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private Guid m_ValidationToken;
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private bool m_IsValidated;
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[SetUp]
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public void Setup()
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private const string k_InvalidToken = "Invalid validation token!";
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public enum PlayerCreation
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{
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// Create, instantiate, and host
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Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None));
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Prefab,
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PrefabHash,
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NoPlayer,
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FailValidation
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}
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private PlayerCreation m_PlayerCreation;
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private bool m_ClientDisconnectReasonValidated;
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private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
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public ConnectionApprovalTests(PlayerCreation playerCreation)
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{
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m_PlayerCreation = playerCreation;
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}
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protected override int NumberOfClients => 1;
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private Guid m_ValidationToken;
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protected override bool ShouldCheckForSpawnedPlayers()
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{
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return m_PlayerCreation != PlayerCreation.NoPlayer;
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}
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protected override void OnServerAndClientsCreated()
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{
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m_ClientDisconnectReasonValidated = false;
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m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
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m_Validated.Clear();
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m_ValidationToken = Guid.NewGuid();
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var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
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m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
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m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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if (m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
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}
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m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
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m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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if (m_PlayerCreation == PlayerCreation.PrefabHash)
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{
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client.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
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}
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client.NetworkConfig.ConnectionApproval = true;
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client.NetworkConfig.ConnectionData = m_PlayerCreation == PlayerCreation.FailValidation ? Encoding.UTF8.GetBytes(Guid.NewGuid().ToString()) : validationToken;
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if (m_PlayerCreation == PlayerCreation.FailValidation)
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{
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client.OnClientDisconnectCallback += Client_OnClientDisconnectCallback;
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}
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}
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base.OnServerAndClientsCreated();
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}
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private void Client_OnClientDisconnectCallback(ulong clientId)
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{
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m_ClientNetworkManagers[0].OnClientDisconnectCallback -= Client_OnClientDisconnectCallback;
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m_ClientDisconnectReasonValidated = m_ClientNetworkManagers[0].LocalClientId == clientId && m_ClientNetworkManagers[0].DisconnectReason == k_InvalidToken;
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}
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private bool ClientAndHostValidated()
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{
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if (!m_Validated.ContainsKey(m_ServerNetworkManager.LocalClientId) || !m_Validated[m_ServerNetworkManager.LocalClientId])
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{
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return false;
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}
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if (m_PlayerCreation == PlayerCreation.FailValidation)
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{
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return m_ClientDisconnectReasonValidated;
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}
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else
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!m_Validated.ContainsKey(client.LocalClientId) || !m_Validated[client.LocalClientId])
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{
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return false;
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}
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator ConnectionApproval()
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{
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NetworkManagerHelper.NetworkManagerObject.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionApproval = true;
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.PlayerPrefab = null;
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NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionData = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
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m_IsValidated = false;
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NetworkManagerHelper.NetworkManagerObject.StartHost();
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var timeOut = Time.realtimeSinceStartup + 3.0f;
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var timedOut = false;
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while (!m_IsValidated)
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{
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yield return new WaitForSeconds(0.01f);
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if (timeOut < Time.realtimeSinceStartup)
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{
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timedOut = true;
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}
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}
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//Make sure we didn't time out
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Assert.False(timedOut);
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Assert.True(m_IsValidated);
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yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
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AssertOnTimeout("Timed out waiting for all clients to be approved!");
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}
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private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
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{
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var stringGuid = Encoding.UTF8.GetString(request.Payload);
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if (m_ValidationToken.ToString() == stringGuid)
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{
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m_IsValidated = true;
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m_Validated.Add(request.ClientNetworkId, true);
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response.Approved = true;
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}
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else
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{
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response.Approved = false;
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response.Reason = "Invalid validation token!";
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}
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response.Approved = m_IsValidated;
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response.CreatePlayerObject = false;
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response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
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response.Position = null;
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response.Rotation = null;
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response.PlayerPrefabHash = null;
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response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
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}
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@@ -78,13 +148,6 @@ namespace Unity.Netcode.RuntimeTests
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Assert.True(currentHash != newHash, $"Hashed {nameof(NetworkConfig)} values {currentHash} and {newHash} should not be the same!");
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}
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[TearDown]
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public void TearDown()
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{
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// Stop, shutdown, and destroy
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NetworkManagerHelper.ShutdownNetworkManager();
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}
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}
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}
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@@ -0,0 +1,154 @@
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using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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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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[TestFixture(HostOrServer.DAHost, true)]
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[TestFixture(HostOrServer.DAHost, false)]
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public class ExtendedNetworkShowAndHideTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 3;
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private bool m_EnableSceneManagement;
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private GameObject m_ObjectToSpawn;
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private NetworkObject m_SpawnedObject;
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private NetworkManager m_ClientToHideFrom;
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private NetworkManager m_LateJoinClient;
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private NetworkManager m_SpawnOwner;
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public ExtendedNetworkShowAndHideTests(HostOrServer hostOrServer, bool enableSceneManagement) : base(hostOrServer)
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{
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m_EnableSceneManagement = enableSceneManagement;
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}
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protected override void OnServerAndClientsCreated()
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{
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if (!UseCMBService())
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{
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m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
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}
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m_ObjectToSpawn = CreateNetworkObjectPrefab("TestObject");
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m_ObjectToSpawn.SetActive(false);
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base.OnServerAndClientsCreated();
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}
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private bool AllClientsSpawnedObject()
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{
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if (!UseCMBService())
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{
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if (!s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId))
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{
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return false;
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}
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if (!s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_SpawnedObject.NetworkObjectId))
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{
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return false;
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}
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
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{
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return false;
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}
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if (!s_GlobalNetworkObjects[client.LocalClientId].ContainsKey(m_SpawnedObject.NetworkObjectId))
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{
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return false;
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}
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}
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return true;
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}
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private bool IsClientPromotedToSessionOwner()
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{
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if (!UseCMBService())
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{
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if (m_ServerNetworkManager.CurrentSessionOwner != m_ClientToHideFrom.LocalClientId)
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{
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return false;
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}
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}
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!client.IsConnectedClient)
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{
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continue;
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}
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if (client.CurrentSessionOwner != m_ClientToHideFrom.LocalClientId)
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{
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return false;
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}
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}
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return true;
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}
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protected override void OnNewClientCreated(NetworkManager networkManager)
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{
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m_LateJoinClient = networkManager;
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networkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
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networkManager.NetworkConfig.Prefabs = m_SpawnOwner.NetworkConfig.Prefabs;
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base.OnNewClientCreated(networkManager);
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}
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/// <summary>
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/// This test validates the following NetworkShow - NetworkHide issue:
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/// - During a session, a spawned object is hidden from a client.
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/// - The current session owner disconnects and the client the object is hidden from is prommoted to the session owner.
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/// - A new client joins and the newly promoted session owner synchronizes the newly joined client with only objects visible to it.
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/// - Any already connected non-session owner client should "NetworkShow" the object to the newly connected client
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/// (but only if the hidden object has SpawnWithObservers enabled)
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/// </summary>
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[UnityTest]
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public IEnumerator HiddenObjectPromotedSessionOwnerNewClientSynchronizes()
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{
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// Get the test relative session owner
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var sessionOwner = UseCMBService() ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
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m_SpawnOwner = UseCMBService() ? m_ClientNetworkManagers[1] : m_ClientNetworkManagers[0];
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m_ClientToHideFrom = UseCMBService() ? m_ClientNetworkManagers[NumberOfClients - 1] : m_ClientNetworkManagers[1];
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m_ObjectToSpawn.SetActive(true);
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// Spawn the object with a non-session owner client
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m_SpawnedObject = SpawnObject(m_ObjectToSpawn, m_SpawnOwner).GetComponent<NetworkObject>();
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yield return WaitForConditionOrTimeOut(AllClientsSpawnedObject);
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AssertOnTimeout($"Not all clients spawned and instance of {m_SpawnedObject.name}");
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// Hide the spawned object from the to be promoted session owner
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m_SpawnedObject.NetworkHide(m_ClientToHideFrom.LocalClientId);
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yield return WaitForConditionOrTimeOut(() => !m_ClientToHideFrom.SpawnManager.SpawnedObjects.ContainsKey(m_SpawnedObject.NetworkObjectId));
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AssertOnTimeout($"{m_SpawnedObject.name} was not hidden from Client-{m_ClientToHideFrom.LocalClientId}!");
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// Promoted a new session owner (DAHost promotes while CMB Session we disconnect the current session owner)
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if (!UseCMBService())
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{
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m_ServerNetworkManager.PromoteSessionOwner(m_ClientToHideFrom.LocalClientId);
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}
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else
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{
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sessionOwner.Shutdown();
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}
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// Wait for the new session owner to be promoted and for all clients to acknowledge the promotion
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yield return WaitForConditionOrTimeOut(IsClientPromotedToSessionOwner);
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AssertOnTimeout($"Client-{m_ClientToHideFrom.LocalClientId} was not promoted as session owner on all client instances!");
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// Connect a new client instance
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yield return CreateAndStartNewClient();
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// Assure the newly connected client is synchronized with the NetworkObject hidden from the newly promoted session owner
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yield return WaitForConditionOrTimeOut(() => m_LateJoinClient.SpawnManager.SpawnedObjects.ContainsKey(m_SpawnedObject.NetworkObjectId));
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AssertOnTimeout($"Client-{m_LateJoinClient.LocalClientId} never spawned {nameof(NetworkObject)} {m_SpawnedObject.name}!");
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: a6389d04d9080b24b99de7e6900a064c
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@@ -239,5 +239,45 @@ namespace Unity.Netcode.RuntimeTests
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});
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}
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}
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[Test]
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public unsafe void ErrorMessageIsPrintedWhenAttemptingToSendNamedMessageWithTooBigBuffer()
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{
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// First try a valid send with the maximum allowed size (this is atm 1264)
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var msgSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(ulong)/*MessageName hash*/ - sizeof(NetworkBatchHeader);
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var bufferSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize;
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var messageName = Guid.NewGuid().ToString();
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var messageContent = new byte[msgSize];
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var writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
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using (writer)
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{
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writer.TryBeginWrite(msgSize);
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writer.WriteBytes(messageContent, msgSize, 0);
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m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, new List<ulong> { FirstClient.LocalClientId }, writer);
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m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, FirstClient.LocalClientId, writer);
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}
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msgSize++;
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messageContent = new byte[msgSize];
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writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
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using (writer)
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{
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writer.TryBeginWrite(msgSize);
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writer.WriteBytes(messageContent, msgSize, 0);
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var message = Assert.Throws<OverflowException>(
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() =>
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{
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m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, new List<ulong> { FirstClient.LocalClientId }, writer);
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}).Message;
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Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
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message = Assert.Throws<OverflowException>(
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() =>
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{
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m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, FirstClient.LocalClientId, writer);
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}).Message;
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Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
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}
|
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}
|
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}
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||||
}
|
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|
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@@ -194,5 +194,44 @@ namespace Unity.Netcode.RuntimeTests
|
||||
});
|
||||
}
|
||||
}
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||||
[Test]
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public unsafe void ErrorMessageIsPrintedWhenAttemptingToSendUnnamedMessageWithTooBigBuffer()
|
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{
|
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// First try a valid send with the maximum allowed size (this is atm 1272)
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var msgSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
|
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var bufferSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize;
|
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var messageContent = new byte[msgSize];
|
||||
var writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
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writer.TryBeginWrite(msgSize);
|
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writer.WriteBytes(messageContent, msgSize, 0);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
|
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m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(FirstClient.LocalClientId, writer);
|
||||
}
|
||||
|
||||
msgSize++;
|
||||
messageContent = new byte[msgSize];
|
||||
writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
var message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
|
||||
message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(FirstClient.LocalClientId, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -200,9 +200,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
/// </summary>
|
||||
/// <param name="testWithHost">Determines if we are running as a server or host</param>
|
||||
/// <param name="authority">Determines if we are using server or owner authority</param>
|
||||
public NetworkTransformBase(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision)
|
||||
public NetworkTransformBase(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) : base(testWithHost)
|
||||
{
|
||||
m_UseHost = testWithHost == HostOrServer.Host;
|
||||
m_Authority = authority;
|
||||
m_Precision = precision;
|
||||
m_RotationCompression = rotationCompression;
|
||||
@@ -376,6 +375,18 @@ namespace Unity.Netcode.RuntimeTests
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllFirstLevelChildObjectInstancesHaveChild()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllChildObjectInstancesHaveChild()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
@@ -398,6 +409,33 @@ namespace Unity.Netcode.RuntimeTests
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllFirstLevelChildObjectInstancesHaveNoParent()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllSubChildObjectInstancesHaveNoParent()
|
||||
{
|
||||
if (ChildObjectComponent.HasSubChild)
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientSubChildInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A wait condition specific method that assures the local space coordinates
|
||||
/// are not impacted by NetworkTransform when parented.
|
||||
|
||||
@@ -101,6 +101,225 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
|
||||
private void UpdateTransformLocal(Components.NetworkTransform networkTransformTestComponent)
|
||||
{
|
||||
networkTransformTestComponent.transform.localPosition += GetRandomVector3(0.5f, 2.0f);
|
||||
var rotation = networkTransformTestComponent.transform.localRotation;
|
||||
var eulerRotation = rotation.eulerAngles;
|
||||
eulerRotation += GetRandomVector3(0.5f, 5.0f);
|
||||
rotation.eulerAngles = eulerRotation;
|
||||
networkTransformTestComponent.transform.localRotation = rotation;
|
||||
}
|
||||
|
||||
private void UpdateTransformWorld(Components.NetworkTransform networkTransformTestComponent)
|
||||
{
|
||||
networkTransformTestComponent.transform.position += GetRandomVector3(0.5f, 2.0f);
|
||||
var rotation = networkTransformTestComponent.transform.rotation;
|
||||
var eulerRotation = rotation.eulerAngles;
|
||||
eulerRotation += GetRandomVector3(0.5f, 5.0f);
|
||||
rotation.eulerAngles = eulerRotation;
|
||||
networkTransformTestComponent.transform.rotation = rotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This test validates the SwitchTransformSpaceWhenParented setting under all network topologies
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void SwitchTransformSpaceWhenParentedTest([Values(0.5f, 1.0f, 5.0f)] float scale)
|
||||
{
|
||||
m_UseParentingThreshold = true;
|
||||
// Get the NetworkManager that will have authority in order to spawn with the correct authority
|
||||
var isServerAuthority = m_Authority == Authority.ServerAuthority;
|
||||
var authorityNetworkManager = m_ServerNetworkManager;
|
||||
if (!isServerAuthority)
|
||||
{
|
||||
authorityNetworkManager = m_ClientNetworkManagers[0];
|
||||
}
|
||||
|
||||
var childAuthorityNetworkManager = m_ClientNetworkManagers[0];
|
||||
if (!isServerAuthority)
|
||||
{
|
||||
childAuthorityNetworkManager = m_ServerNetworkManager;
|
||||
}
|
||||
|
||||
// Spawn a parent and children
|
||||
ChildObjectComponent.HasSubChild = true;
|
||||
// Modify our prefabs for this specific test
|
||||
m_ParentObject.GetComponent<NetworkTransformTestComponent>().TickSyncChildren = true;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
|
||||
m_ChildObject.AllowOwnerToParent = true;
|
||||
m_SubChildObject.AllowOwnerToParent = true;
|
||||
|
||||
|
||||
var authoritySideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
|
||||
var authoritySideChild = SpawnObject(m_ChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
|
||||
var authoritySideSubChild = SpawnObject(m_SubChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
|
||||
|
||||
// Assure all of the child object instances are spawned before proceeding to parenting
|
||||
var success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
|
||||
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
|
||||
|
||||
// Get the owner instance if in client-server mode with owner authority
|
||||
if (m_Authority == Authority.OwnerAuthority && !m_DistributedAuthority)
|
||||
{
|
||||
authoritySideParent = s_GlobalNetworkObjects[authoritySideParent.OwnerClientId][authoritySideParent.NetworkObjectId];
|
||||
authoritySideChild = s_GlobalNetworkObjects[authoritySideChild.OwnerClientId][authoritySideChild.NetworkObjectId];
|
||||
authoritySideSubChild = s_GlobalNetworkObjects[authoritySideSubChild.OwnerClientId][authoritySideSubChild.NetworkObjectId];
|
||||
}
|
||||
|
||||
// Get the authority parent and child instances
|
||||
m_AuthorityParentObject = NetworkTransformTestComponent.AuthorityInstance.NetworkObject;
|
||||
m_AuthorityChildObject = ChildObjectComponent.AuthorityInstance.NetworkObject;
|
||||
m_AuthoritySubChildObject = ChildObjectComponent.AuthoritySubInstance.NetworkObject;
|
||||
|
||||
// The child NetworkTransform will use world space when world position stays and
|
||||
// local space when world position does not stay when parenting.
|
||||
ChildObjectComponent.AuthorityInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
|
||||
ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
|
||||
ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
|
||||
|
||||
ChildObjectComponent.AuthoritySubInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
|
||||
ChildObjectComponent.AuthoritySubInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
|
||||
ChildObjectComponent.AuthoritySubInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
|
||||
|
||||
// Set whether we are interpolating or not
|
||||
m_AuthorityParentNetworkTransform = m_AuthorityParentObject.GetComponent<NetworkTransformTestComponent>();
|
||||
m_AuthorityParentNetworkTransform.Interpolate = true;
|
||||
m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
|
||||
m_AuthorityChildNetworkTransform.Interpolate = true;
|
||||
m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent<ChildObjectComponent>();
|
||||
m_AuthoritySubChildNetworkTransform.Interpolate = true;
|
||||
|
||||
// Apply a scale to the parent object to make sure the scale on the child is properly updated on
|
||||
// non-authority instances.
|
||||
var halfScale = scale * 0.5f;
|
||||
m_AuthorityParentObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
|
||||
m_AuthorityChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
|
||||
m_AuthoritySubChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
|
||||
|
||||
// Allow one tick for authority to update these changes
|
||||
TimeTravelAdvanceTick();
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
|
||||
|
||||
Assert.True(success, "All transform values did not match prior to parenting!");
|
||||
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
|
||||
|
||||
Assert.True(success, "All transform values did not match prior to parenting!");
|
||||
|
||||
// Move things around while parenting and removing the parent
|
||||
// Not the absolute "perfect" test, but it validates the clients all synchronize
|
||||
// parenting and transform values.
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
// Provide two network ticks for interpolation to finalize
|
||||
TimeTravelAdvanceTick();
|
||||
TimeTravelAdvanceTick();
|
||||
|
||||
// This validates each child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Connected_Clients);
|
||||
|
||||
// This validates each sub-child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Connected_Clients);
|
||||
// Parent while in motion
|
||||
if (i == 5)
|
||||
{
|
||||
// Parent the child under the parent with the current world position stays setting
|
||||
Assert.True(authoritySideChild.TrySetParent(authoritySideParent.transform), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to set child's parent!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveChild, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
|
||||
}
|
||||
|
||||
if (i == 10)
|
||||
{
|
||||
// Parent the sub-child under the child with the current world position stays setting
|
||||
Assert.True(authoritySideSubChild.TrySetParent(authoritySideChild.transform), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
|
||||
}
|
||||
|
||||
if (i == 15)
|
||||
{
|
||||
// Verify that a late joining client will synchronize to the parented NetworkObjects properly
|
||||
CreateAndStartNewClientWithTimeTravel();
|
||||
|
||||
// Assure all of the child object instances are spawned (basically for the newly connected client)
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned, 300);
|
||||
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
|
||||
|
||||
// This validates each child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Late_Join_Client);
|
||||
|
||||
// This validates each sub-child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Late_Join_Client);
|
||||
}
|
||||
|
||||
if (i == 20)
|
||||
{
|
||||
// Remove the parent
|
||||
Assert.True(authoritySideSubChild.TryRemoveParent(), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!");
|
||||
|
||||
// This waits for all child instances to have the parent removed
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllSubChildObjectInstancesHaveNoParent, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances remove the parent!");
|
||||
}
|
||||
|
||||
if (i == 25)
|
||||
{
|
||||
// Parent the child under the parent with the current world position stays setting
|
||||
Assert.True(authoritySideChild.TryRemoveParent(), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to remove parent!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveNoParent, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances remove the parent!");
|
||||
}
|
||||
UpdateTransformWorld(m_AuthorityParentNetworkTransform);
|
||||
if (m_AuthorityChildNetworkTransform.InLocalSpace)
|
||||
{
|
||||
UpdateTransformLocal(m_AuthorityChildNetworkTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateTransformWorld(m_AuthorityChildNetworkTransform);
|
||||
}
|
||||
|
||||
if (m_AuthoritySubChildNetworkTransform.InLocalSpace)
|
||||
{
|
||||
UpdateTransformLocal(m_AuthoritySubChildNetworkTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateTransformWorld(m_AuthoritySubChildNetworkTransform);
|
||||
}
|
||||
}
|
||||
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches, 300);
|
||||
|
||||
Assert.True(success, "All transform values did not match prior to parenting!");
|
||||
|
||||
// Revert the modifications made for this specific test
|
||||
m_ParentObject.GetComponent<NetworkTransformTestComponent>().TickSyncChildren = false;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
|
||||
m_ChildObject.AllowOwnerToParent = false;
|
||||
m_SubChildObject.AllowOwnerToParent = false;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Validates that transform values remain the same when a NetworkTransform is
|
||||
/// parented under another NetworkTransform under all of the possible axial conditions
|
||||
@@ -410,6 +629,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
|
||||
|
||||
TimeTravelAdvanceTick();
|
||||
TimeTravelToNextTick();
|
||||
|
||||
m_AuthoritativeTransform.StatePushed = false;
|
||||
var nextPosition = GetRandomVector3(2f, 30f);
|
||||
|
||||
@@ -299,16 +299,15 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}, new List<NetworkManager> { m_ServerNetworkManager });
|
||||
|
||||
WaitForMessageReceivedWithTimeTravel<NetworkTransformMessage>(m_ClientNetworkManagers.ToList());
|
||||
|
||||
var percentChanged = 1f / 60f;
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
|
||||
@@ -316,11 +315,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
|
||||
@@ -333,11 +332,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
|
||||
@@ -345,11 +344,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
|
||||
|
||||
@@ -14,9 +14,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
internal class NetworkVisibilityTests : NetcodeIntegrationTest
|
||||
{
|
||||
|
||||
protected override int NumberOfClients => 1;
|
||||
protected override int NumberOfClients => 2;
|
||||
private GameObject m_TestNetworkPrefab;
|
||||
private bool m_SceneManagementEnabled;
|
||||
private GameObject m_SpawnedObject;
|
||||
private NetworkManager m_SessionOwner;
|
||||
|
||||
public NetworkVisibilityTests(SceneManagementState sceneManagementState, NetworkTopologyTypes networkTopologyType) : base(networkTopologyType)
|
||||
{
|
||||
@@ -27,7 +29,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
m_TestNetworkPrefab = CreateNetworkObjectPrefab("Object");
|
||||
m_TestNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
|
||||
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
|
||||
if (!UseCMBService())
|
||||
{
|
||||
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
|
||||
}
|
||||
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
clientNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
|
||||
@@ -38,7 +44,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
SpawnObject(m_TestNetworkPrefab, m_ServerNetworkManager);
|
||||
m_SessionOwner = UseCMBService() ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
|
||||
m_SpawnedObject = SpawnObject(m_TestNetworkPrefab, m_SessionOwner);
|
||||
|
||||
yield return base.OnServerAndClientsConnected();
|
||||
}
|
||||
@@ -46,13 +53,49 @@ namespace Unity.Netcode.RuntimeTests
|
||||
[UnityTest]
|
||||
public IEnumerator HiddenObjectsTest()
|
||||
{
|
||||
var expectedCount = UseCMBService() ? 2 : 3;
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == 2);
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == expectedCount);
|
||||
#else
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == 2);
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == expectedCount);
|
||||
#endif
|
||||
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for the visible object count to equal 2!");
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator HideShowAndDeleteTest()
|
||||
{
|
||||
var expectedCount = UseCMBService() ? 2 : 3;
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == expectedCount);
|
||||
#else
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == expectedCount);
|
||||
#endif
|
||||
AssertOnTimeout("Timed out waiting for the visible object count to equal 2!");
|
||||
|
||||
var sessionOwnerNetworkObject = m_SpawnedObject.GetComponent<NetworkObject>();
|
||||
var clientIndex = UseCMBService() ? 1 : 0;
|
||||
sessionOwnerNetworkObject.NetworkHide(m_ClientNetworkManagers[clientIndex].LocalClientId);
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == expectedCount - 1);
|
||||
#else
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == expectedCount - 1);
|
||||
#endif
|
||||
AssertOnTimeout($"Timed out waiting for {m_SpawnedObject.name} to be hidden from client!");
|
||||
var networkObjectId = sessionOwnerNetworkObject.NetworkObjectId;
|
||||
sessionOwnerNetworkObject.NetworkShow(m_ClientNetworkManagers[clientIndex].LocalClientId);
|
||||
sessionOwnerNetworkObject.Despawn(true);
|
||||
|
||||
// Expect no exceptions
|
||||
yield return s_DefaultWaitForTick;
|
||||
|
||||
// Now force a scenario where it normally would have caused an exception
|
||||
m_SessionOwner.SpawnManager.ObjectsToShowToClient.Add(m_ClientNetworkManagers[clientIndex].LocalClientId, new System.Collections.Generic.List<NetworkObject>());
|
||||
m_SessionOwner.SpawnManager.ObjectsToShowToClient[m_ClientNetworkManagers[clientIndex].LocalClientId].Add(null);
|
||||
|
||||
// Expect no exceptions
|
||||
yield return s_DefaultWaitForTick;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -63,14 +63,10 @@ namespace Unity.Netcode.RuntimeTests
|
||||
private const int k_MaxThresholdFailures = 4;
|
||||
private int m_ExceededThresholdCount;
|
||||
|
||||
private void Update()
|
||||
public override void OnUpdate()
|
||||
{
|
||||
base.OnUpdate();
|
||||
|
||||
if (!IsSpawned || TestComplete)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Check the position of the nested object on the client
|
||||
if (CheckPosition)
|
||||
@@ -92,6 +88,17 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_ExceededThresholdCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
base.OnUpdate();
|
||||
|
||||
if (!IsSpawned || !CanCommitToTransform || TestComplete)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Move the nested object on the server
|
||||
if (IsMoving)
|
||||
@@ -136,7 +143,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.True(CanCommitToTransform, $"Using non-authority instance to update transform!");
|
||||
transform.position = new Vector3(1000.0f, 1000.0f, 1000.0f);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user