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)
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@@ -14,6 +14,86 @@ namespace Unity.Netcode.RuntimeTests
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protected override int NumberOfClients => 2;
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public enum ObserverTestTypes
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{
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WithObservers,
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WithoutObservers
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}
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private GameObject m_ObserverPrefab;
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private NetworkObject m_ObserverTestNetworkObject;
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private ObserverTestTypes m_ObserverTestType;
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private const string k_ObserverTestObjName = "ObsObj";
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private const string k_WithObserversError = "Not all clients spawned the";
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private const string k_WithoutObserversError = "A client spawned the";
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protected override void OnServerAndClientsCreated()
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{
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m_ObserverPrefab = CreateNetworkObjectPrefab(k_ObserverTestObjName);
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base.OnServerAndClientsCreated();
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}
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private bool CheckClientsSideObserverTestObj()
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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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// When no observers there shouldn't be any client spawned NetworkObjects
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// (players are held in a different list)
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return !(m_ObserverTestType == ObserverTestTypes.WithObservers);
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}
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var clientObjects = s_GlobalNetworkObjects[client.LocalClientId];
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// Make sure they did spawn the object
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if (m_ObserverTestType == ObserverTestTypes.WithObservers)
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{
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if (!clientObjects.ContainsKey(m_ObserverTestNetworkObject.NetworkObjectId))
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{
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return false;
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}
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if (!clientObjects[m_ObserverTestNetworkObject.NetworkObjectId].IsSpawned)
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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 ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes)
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{
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m_ObserverTestType = observerTestTypes;
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var prefabNetworkObject = m_ObserverPrefab.GetComponent<NetworkObject>();
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prefabNetworkObject.SpawnWithObservers = observerTestTypes == ObserverTestTypes.WithObservers;
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var instance = SpawnObject(m_ObserverPrefab, m_ServerNetworkManager);
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m_ObserverTestNetworkObject = instance.GetComponent<NetworkObject>();
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var withoutObservers = m_ObserverTestType == ObserverTestTypes.WithoutObservers;
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if (withoutObservers)
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{
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// Just give a little time to make sure nothing spawned
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yield return s_DefaultWaitForTick;
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}
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yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
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AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
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// If we spawned without observers
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if (withoutObservers)
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{
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// Make each client an observer
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foreach (var client in m_ClientNetworkManagers)
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{
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m_ObserverTestNetworkObject.NetworkShow(client.LocalClientId);
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}
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// Validate the clients spawned the NetworkObject
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m_ObserverTestType = ObserverTestTypes.WithObservers;
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yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
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AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
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}
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}
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/// <summary>
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/// Tests that instantiating a <see cref="NetworkObject"/> and destroying without spawning it
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/// does not run <see cref="NetworkBehaviour.OnNetworkSpawn"/> or <see cref="NetworkBehaviour.OnNetworkSpawn"/>.
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@@ -52,6 +132,11 @@ namespace Unity.Netcode.RuntimeTests
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protected override IEnumerator OnTearDown()
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{
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if (m_ObserverPrefab != null)
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{
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Object.Destroy(m_ObserverPrefab);
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}
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if (m_TestNetworkObjectPrefab != null)
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{
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Object.Destroy(m_TestNetworkObjectPrefab);
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