com.unity.netcode.gameobjects@1.5.1

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).

## [1.5.1] - 2023-06-07

### Added

- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)

### Fixed

- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events.  (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)

## Changed

- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
This commit is contained in:
Unity Technologies
2023-06-07 00:00:00 +00:00
parent b5abc3ff7c
commit 4d70c198bd
119 changed files with 11328 additions and 3164 deletions

View File

@@ -95,8 +95,8 @@ namespace Unity.Netcode.TestHelpers.Runtime
Assert.IsNotNull(m_MessageReceiptCheck, $"{nameof(m_MessageReceiptCheck)} is null, did you forget to initialize?");
MessageHooks.ReceiptCheck = m_MessageReceiptCheck;
}
Assert.IsNotNull(m_NetworkManager.MessagingSystem, $"{nameof(NetworkManager.MessagingSystem)} is null! Did you forget to start first?");
m_NetworkManager.MessagingSystem.Hook(MessageHooks);
Assert.IsNotNull(m_NetworkManager.ConnectionManager.MessageManager, $"{nameof(NetworkMessageManager)} is null! Did you forget to start first?");
m_NetworkManager.ConnectionManager.MessageManager.Hook(MessageHooks);
}
internal void AssignMessageType<T>() where T : INetworkMessage
@@ -115,7 +115,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
internal void RemoveHook()
{
m_NetworkManager.MessagingSystem.Unhook(MessageHooks);
m_NetworkManager.ConnectionManager.MessageManager.Unhook(MessageHooks);
}
internal void AssignMessageType(Type type)

View File

@@ -431,6 +431,18 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
}
/// <summary>
/// CreateAndStartNewClient Only
/// Override this method to bypass the waiting for a client to connect.
/// </summary>
/// <remarks>
/// Use this for testing connection and disconnection scenarios
/// </remarks>
protected virtual bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
{
return true;
}
/// <summary>
/// This will create, start, and connect a new client while in the middle of an
/// integration test.
@@ -448,26 +460,29 @@ namespace Unity.Netcode.TestHelpers.Runtime
if (LogAllMessages)
{
networkManager.MessagingSystem.Hook(new DebugNetworkHooks());
networkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
}
AddRemoveNetworkManager(networkManager, true);
OnNewClientStarted(networkManager);
// Wait for the new client to connect
yield return WaitForClientsConnectedOrTimeOut();
OnNewClientStartedAndConnected(networkManager);
if (s_GlobalTimeoutHelper.TimedOut)
if (ShouldWaitForNewClientToConnect(networkManager))
{
AddRemoveNetworkManager(networkManager, false);
Object.DestroyImmediate(networkManager.gameObject);
}
// Wait for the new client to connect
yield return WaitForClientsConnectedOrTimeOut();
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
ClientNetworkManagerPostStart(networkManager);
VerboseDebug($"[{networkManager.name}] Created and connected!");
OnNewClientStartedAndConnected(networkManager);
if (s_GlobalTimeoutHelper.TimedOut)
{
AddRemoveNetworkManager(networkManager, false);
Object.DestroyImmediate(networkManager.gameObject);
}
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
ClientNetworkManagerPostStart(networkManager);
VerboseDebug($"[{networkManager.name}] Created and connected!");
}
}
/// <summary>
@@ -487,7 +502,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
if (LogAllMessages)
{
networkManager.MessagingSystem.Hook(new DebugNetworkHooks());
networkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
}
AddRemoveNetworkManager(networkManager, true);
@@ -1056,10 +1071,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
/// </summary>
protected void EnableMessageLogging()
{
m_ServerNetworkManager.MessagingSystem.Hook(new DebugNetworkHooks());
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
foreach (var client in m_ClientNetworkManagers)
{
client.MessagingSystem.Hook(new DebugNetworkHooks());
client.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
}
}
@@ -1578,12 +1593,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
foreach (var behaviour in Object.FindObjectsOfType<NetworkBehaviour>())
#endif
{
var method = behaviour.GetType().GetMethod(methodName, BindingFlags.NonPublic | BindingFlags.Instance);
if (method == null)
{
method = behaviour.GetType().GetMethod(methodName, BindingFlags.Public | BindingFlags.Instance);
}
var method = behaviour.GetType().GetMethod(methodName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
method?.Invoke(behaviour, new object[] { });
}
}

View File

@@ -303,7 +303,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
clientToStart.StartClient();
s_Hooks[clientToStart] = new MultiInstanceHooks();
clientToStart.MessagingSystem.Hook(s_Hooks[clientToStart]);
clientToStart.ConnectionManager.MessageManager.Hook(s_Hooks[clientToStart]);
if (!NetworkManagerInstances.Contains(clientToStart))
{
NetworkManagerInstances.Add(clientToStart);
@@ -440,7 +440,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
}
var hooks = new MultiInstanceHooks();
server.MessagingSystem.Hook(hooks);
server.ConnectionManager.MessageManager.Hook(hooks);
s_Hooks[server] = hooks;
// if set, then invoke this for the server
@@ -452,7 +452,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
clients[i].StartClient();
hooks = new MultiInstanceHooks();
clients[i].MessagingSystem.Hook(hooks);
clients[i].ConnectionManager.MessageManager.Hook(hooks);
s_Hooks[clients[i]] = hooks;
// if set, then invoke this for the client

View File

@@ -3,10 +3,11 @@ using System.Collections.Generic;
using System.Text.RegularExpressions;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetcodeLogAssert
public class NetcodeLogAssert : IDisposable
{
private struct LogData
{
@@ -20,8 +21,11 @@ namespace Unity.Netcode.RuntimeTests
private List<LogData> AllLogs { get; }
public NetcodeLogAssert()
private bool m_ResetIgnoreFailingMessagesOnTearDown;
public NetcodeLogAssert(bool ignorFailingMessages = false, bool resetOnTearDown = true)
{
LogAssert.ignoreFailingMessages = ignorFailingMessages;
m_ResetIgnoreFailingMessagesOnTearDown = resetOnTearDown;
AllLogs = new List<LogData>();
Activate();
}
@@ -51,6 +55,16 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTearDown]
public void OnTearDown()
{
// Defaults to true and will reset LogAssert.ignoreFailingMessages during tear down
if (m_ResetIgnoreFailingMessagesOnTearDown)
{
LogAssert.ignoreFailingMessages = false;
}
}
public void Dispose()
{
Dispose(true);
@@ -59,6 +73,8 @@ namespace Unity.Netcode.RuntimeTests
private void Dispose(bool disposing)
{
// Always reset when disposing
LogAssert.ignoreFailingMessages = false;
if (m_Disposed)
{
return;
@@ -131,6 +147,7 @@ namespace Unity.Netcode.RuntimeTests
if (logEvent.LogType == type && messageRegex.IsMatch(logEvent.Message))
{
found = true;
break;
}
}
@@ -141,6 +158,23 @@ namespace Unity.Netcode.RuntimeTests
}
}
public bool HasLogBeenReceived(LogType type, string message)
{
var found = false;
lock (m_Lock)
{
foreach (var logEvent in AllLogs)
{
if (logEvent.LogType == type && message.Equals(logEvent.Message))
{
found = true;
break;
}
}
}
return found;
}
public void Reset()
{
lock (m_Lock)