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

@@ -18,6 +18,7 @@ namespace Unity.Netcode.EditorTests
public int B;
public int C;
public static bool Serialized;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
Serialized = true;
@@ -36,7 +37,7 @@ namespace Unity.Netcode.EditorTests
public int Version => 0;
}
private class TestMessageSender : IMessageSender
private class TestMessageSender : INetworkMessageSender
{
public List<byte[]> MessageQueue = new List<byte[]>();
@@ -46,30 +47,31 @@ namespace Unity.Netcode.EditorTests
}
}
private class TestMessageProvider : IMessageProvider, IDisposable
private class TestMessageProvider : INetworkMessageProvider, IDisposable
{
// Keep track of what we sent
private List<List<MessagingSystem.MessageWithHandler>> m_CachedMessages = new List<List<MessagingSystem.MessageWithHandler>>();
private List<List<NetworkMessageManager.MessageWithHandler>> m_CachedMessages = new List<List<NetworkMessageManager.MessageWithHandler>>();
public void Dispose()
{
foreach (var cachedItem in m_CachedMessages)
{
// Clear out any references to MessagingSystem.MessageWithHandlers
// Clear out any references to NetworkMessageManager.MessageWithHandlers
cachedItem.Clear();
}
m_CachedMessages.Clear();
}
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
var messageList = new List<MessagingSystem.MessageWithHandler>
var messageList = new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = MessagingSystem.ReceiveMessage<TestMessage>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
}
};
// Track messages sent
@@ -80,7 +82,7 @@ namespace Unity.Netcode.EditorTests
private TestMessageProvider m_TestMessageProvider;
private TestMessageSender m_MessageSender;
private MessagingSystem m_MessagingSystem;
private NetworkMessageManager m_MessageManager;
private ulong[] m_Clients = { 0 };
[SetUp]
@@ -89,16 +91,16 @@ namespace Unity.Netcode.EditorTests
TestMessage.Serialized = false;
m_MessageSender = new TestMessageSender();
m_TestMessageProvider = new TestMessageProvider();
m_MessagingSystem = new MessagingSystem(m_MessageSender, this, m_TestMessageProvider);
m_MessagingSystem.ClientConnected(0);
m_MessagingSystem.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
m_MessageManager = new NetworkMessageManager(m_MessageSender, this, m_TestMessageProvider);
m_MessageManager.ClientConnected(0);
m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
}
[TearDown]
public void TearDown()
{
m_TestMessageProvider.Dispose();
m_MessagingSystem.Dispose();
m_MessageManager.Dispose();
}
private TestMessage GetMessage()
@@ -116,7 +118,7 @@ namespace Unity.Netcode.EditorTests
public void WhenSendingMessage_SerializeIsCalled()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
Assert.IsTrue(TestMessage.Serialized);
}
@@ -124,7 +126,7 @@ namespace Unity.Netcode.EditorTests
public void WhenSendingMessage_NothingIsSentBeforeProcessingSendQueue()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
Assert.IsEmpty(m_MessageSender.MessageQueue);
}
@@ -132,9 +134,9 @@ namespace Unity.Netcode.EditorTests
public void WhenProcessingSendQueue_MessageIsSent()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
@@ -142,11 +144,11 @@ namespace Unity.Netcode.EditorTests
public void WhenSendingMultipleMessages_MessagesAreBatched()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
@@ -155,40 +157,42 @@ namespace Unity.Netcode.EditorTests
{
var message = GetMessage();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < (1300 - UnsafeUtility.SizeOf<BatchHeader>()) / size; ++i)
for (var i = 0; i < (m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size; ++i)
{
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
}
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingBatchSize_NewBatchesAreCreated()
public void WhenExceedingBatchSize_NewBatchesAreCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
{
var message = GetMessage();
m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize;
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < ((1300 - UnsafeUtility.SizeOf<BatchHeader>()) / size) + 1; ++i)
for (var i = 0; i < ((m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++i)
{
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
}
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated()
public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
{
var message = GetMessage();
m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize;
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < ((1300 - UnsafeUtility.SizeOf<BatchHeader>()) / size) + 1; ++i)
for (var i = 0; i < ((m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++i)
{
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
}
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
@@ -196,11 +200,11 @@ namespace Unity.Netcode.EditorTests
public void WhenSwitchingDelivery_NewBatchesAreCreated()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Unreliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Unreliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
}
@@ -208,11 +212,11 @@ namespace Unity.Netcode.EditorTests
public void WhenSwitchingChannel_NewBatchesAreNotCreated()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
@@ -221,22 +225,22 @@ namespace Unity.Netcode.EditorTests
{
var message = GetMessage();
var message2 = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message2, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message2, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
var reader = new FastBufferReader(m_MessageSender.MessageQueue[0], Allocator.Temp);
using (reader)
{
reader.ReadValueSafe(out BatchHeader header);
reader.ReadValueSafe(out NetworkBatchHeader header);
Assert.AreEqual(2, header.BatchCount);
MessageHeader messageHeader;
NetworkMessageHeader messageHeader;
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(m_MessageManager.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
reader.ReadValueSafe(out TestMessage receivedMessage);
Assert.AreEqual(message, receivedMessage);
@@ -244,24 +248,24 @@ namespace Unity.Netcode.EditorTests
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(m_MessageManager.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
reader.ReadValueSafe(out TestMessage receivedMessage2);
Assert.AreEqual(message2, receivedMessage2);
}
}
private class TestNoHandlerMessageProvider : IMessageProvider
private class TestNoHandlerMessageProvider : INetworkMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
return new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = null,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
}
};
}
@@ -270,25 +274,26 @@ namespace Unity.Netcode.EditorTests
[Test]
public void WhenReceivingAMessageWithoutAHandler_ExceptionIsLogged()
{
// If a MessagingSystem already exists then dispose of it before creating a new MessagingSystem (otherwise memory leak)
if (m_MessagingSystem != null)
// If a NetworkMessageManager already exists then dispose of it before creating a new NetworkMessageManager (otherwise memory leak)
if (m_MessageManager != null)
{
m_MessagingSystem.Dispose();
m_MessagingSystem = null;
m_MessageManager.Dispose();
m_MessageManager = null;
}
// Since m_MessagingSystem is disposed during teardown we don't need to worry about that here.
m_MessagingSystem = new MessagingSystem(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
m_MessagingSystem.ClientConnected(0);
// Since m_MessageManager is disposed during teardown we don't need to worry about that here.
m_MessageManager = new NetworkMessageManager(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
m_MessageManager.ClientConnected(0);
var messageHeader = new MessageHeader
var messageHeader = new NetworkMessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
var writer = new FastBufferWriter(1300, Allocator.Temp);
var writer = new FastBufferWriter(m_MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp);
using (writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(message));
@@ -297,7 +302,7 @@ namespace Unity.Netcode.EditorTests
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
m_MessageManager.HandleMessage(messageHeader, reader, 0, 0, 0);
LogAssert.Expect(LogType.Exception, new Regex(".*HandlerNotRegisteredException.*"));
}
}