com.unity.netcode.gameobjects@1.0.0-pre.9
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.9] - 2022-05-10 ### Fixed - Fixed Hosting again after failing to host now works correctly (#1938) - Fixed NetworkManager to cleanup connected client lists after stopping (#1945) - Fixed NetworkHide followed by NetworkShow on the same frame works correctly (#1940)
This commit is contained in:
@@ -74,7 +74,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
int count = 0;
|
||||
do
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
|
||||
count++;
|
||||
|
||||
if (count > 20)
|
||||
@@ -140,18 +140,18 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
|
||||
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
|
||||
x => x.NetworkObjectId == m_NetSpawnedObject1.NetworkObjectId,
|
||||
x => x.NetworkObjectId == m_NetSpawnedObject1.NetworkObjectId && x.IsSpawned,
|
||||
m_ClientNetworkManagers[0],
|
||||
serverClientPlayerResult);
|
||||
m_Object1OnClient0 = serverClientPlayerResult.Result;
|
||||
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
|
||||
x => x.NetworkObjectId == m_NetSpawnedObject2.NetworkObjectId,
|
||||
x => x.NetworkObjectId == m_NetSpawnedObject2.NetworkObjectId && x.IsSpawned,
|
||||
m_ClientNetworkManagers[0],
|
||||
serverClientPlayerResult);
|
||||
m_Object2OnClient0 = serverClientPlayerResult.Result;
|
||||
serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
|
||||
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
|
||||
x => x.NetworkObjectId == m_NetSpawnedObject3.NetworkObjectId,
|
||||
x => x.NetworkObjectId == m_NetSpawnedObject3.NetworkObjectId && x.IsSpawned,
|
||||
m_ClientNetworkManagers[0],
|
||||
serverClientPlayerResult);
|
||||
m_Object3OnClient0 = serverClientPlayerResult.Result;
|
||||
@@ -196,11 +196,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
// hide them on one client
|
||||
Show(mode == 0, false);
|
||||
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
|
||||
|
||||
m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value = 3;
|
||||
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
|
||||
|
||||
// verify they got hidden
|
||||
yield return CheckVisible(false);
|
||||
@@ -213,5 +213,44 @@ namespace Unity.Netcode.RuntimeTests
|
||||
yield return CheckVisible(true);
|
||||
}
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator NetworkShowHideQuickTest()
|
||||
{
|
||||
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
|
||||
|
||||
var spawnedObject1 = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
|
||||
var spawnedObject2 = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
|
||||
var spawnedObject3 = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
|
||||
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
|
||||
m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
|
||||
m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
|
||||
m_NetSpawnedObject1.NetworkManagerOwner = m_ServerNetworkManager;
|
||||
m_NetSpawnedObject2.NetworkManagerOwner = m_ServerNetworkManager;
|
||||
m_NetSpawnedObject3.NetworkManagerOwner = m_ServerNetworkManager;
|
||||
m_NetSpawnedObject1.Spawn();
|
||||
m_NetSpawnedObject2.Spawn();
|
||||
m_NetSpawnedObject3.Spawn();
|
||||
|
||||
for (int mode = 0; mode < 2; mode++)
|
||||
{
|
||||
// get the NetworkObject on a client instance
|
||||
yield return RefreshNetworkObjects();
|
||||
|
||||
// check object start visible
|
||||
yield return CheckVisible(true);
|
||||
|
||||
// hide and show them on one client, during the same frame
|
||||
Show(mode == 0, false);
|
||||
Show(mode == 0, true);
|
||||
|
||||
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
|
||||
yield return RefreshNetworkObjects();
|
||||
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
|
||||
|
||||
// verify they become visible
|
||||
yield return CheckVisible(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user