com.unity.netcode.gameobjects@1.0.0-pre.6

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.6] - 2022-03-02

### Added
- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)

### Changed

### Fixed
- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
- Disallowed async keyword in RPCs (#1681)
- Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
- Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
- Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
- Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685)
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
- Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
- Improved performance in NetworkAnimator (#1735)
- Removed the "always sync" network animator (aka "autosend") parameters (#1746)
This commit is contained in:
Unity Technologies
2022-03-02 00:00:00 +00:00
parent 4818405514
commit 5b4aaa8b59
205 changed files with 6971 additions and 2722 deletions

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using System.Collections;
using System.Linq;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class IntegrationTestUpdated : NetcodeIntegrationTest
{
private GameObject m_MyNetworkPrefab;
protected override int NumberOfClients => 1;
protected override void OnServerAndClientsCreated()
{
m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
yield return base.OnServerAndClientsConnected();
}
[UnityTest]
public IEnumerator MyFirstIntegationTest()
{
// Check the condition for this test and automatically handle varying processing
// environments and conditions
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
(c) => c.IsSpawned).Count() == 2);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
"to be detected!");
}
}
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class IntegrationTestExtended : NetcodeIntegrationTest
{
private GameObject m_MyNetworkPrefab;
protected override int NumberOfClients => 1;
protected override void OnServerAndClientsCreated()
{
m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
}
public IntegrationTestExtended(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
yield return base.OnServerAndClientsConnected();
}
[UnityTest]
public IEnumerator MyFirstIntegationTest()
{
// Check the condition for this test and automatically handle varying processing
// environments and conditions
yield return WaitForConditionOrTimeOut(() =>
Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
(c) => c.IsSpawned).Count() == 2);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
"to be detected!");
}
}
public class ExampleTestComponent : NetworkBehaviour
{
}
public class IntegrationTestPlayers : NetcodeIntegrationTest
{
protected override int NumberOfClients => 5;
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<ExampleTestComponent>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
return base.OnServerAndClientsConnected();
}
[Test]
public void TestClientRelativePlayers()
{
// Check that all instances have the ExampleTestComponent
foreach (var clientRelativePlayers in m_PlayerNetworkObjects)
{
foreach (var playerInstance in clientRelativePlayers.Value)
{
var player = playerInstance.Value;
Assert.NotNull(player.GetComponent<ExampleTestComponent>());
}
}
// Confirm Player ID 1 on Client ID 4 is not the local player
Assert.IsFalse(m_PlayerNetworkObjects[4][1].IsLocalPlayer);
// Confirm Player ID 4 on Client ID 4 is the local player
Assert.IsTrue(m_PlayerNetworkObjects[4][4].IsLocalPlayer);
// Confirm Player ID 0 on Client ID 0 (host) NetworkManager is the server
Assert.IsTrue(m_PlayerNetworkObjects[0][0].NetworkManager.IsServer);
// Confirm Player ID 0 on Client ID 4 (client) NetworkManager is not the server
Assert.IsFalse(m_PlayerNetworkObjects[4][0].NetworkManager.IsServer);
}
}
public class SpawnTest : NetworkBehaviour
{
public static int TotalSpawned;
public override void OnNetworkSpawn() { TotalSpawned++; }
public override void OnNetworkDespawn() { TotalSpawned--; }
}
public class IntegrationTestSpawning : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private GameObject m_NetworkPrefabToSpawn;
private int m_NumberToSpawn = 5;
protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
{
return NetworkManagerInstatiationMode.AllTests;
}
protected override void OnServerAndClientsCreated()
{
m_NetworkPrefabToSpawn = CreateNetworkObjectPrefab("TrackingTest");
m_NetworkPrefabToSpawn.gameObject.AddComponent<SpawnTest>();
}
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObjects(m_NetworkPrefabToSpawn, m_ServerNetworkManager, m_NumberToSpawn);
return base.OnServerAndClientsConnected();
}
[UnityTest]
[Order(1)]
public IEnumerator TestRelativeNetworkObjects()
{
var expected = m_NumberToSpawn * TotalClients;
// Wait for all clients to have spawned all instances
yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == expected);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
$"spawn! Total Spawned: {SpawnTest.TotalSpawned}");
var client1Relative = s_GlobalNetworkObjects[1].Values.Where((c) =>
c.gameObject.GetComponent<SpawnTest>() != null);
foreach (var networkObject in client1Relative)
{
var testComp = networkObject.GetComponent<SpawnTest>();
// Confirm each one is owned by the server
Assert.IsTrue(testComp.IsOwnedByServer, $"{testComp.name} is not owned" +
$" by the server!");
}
}
[UnityTest]
[Order(2)]
public IEnumerator TestDespawnNetworkObjects()
{
var serverRelative = s_GlobalNetworkObjects[0].Values.Where((c) =>
c.gameObject.GetComponent<SpawnTest>() != null).ToList();
foreach (var networkObject in serverRelative)
{
networkObject.Despawn();
}
// Wait for all clients to have spawned all instances
yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == 0);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
$"despawn! Total Spawned: {SpawnTest.TotalSpawned}");
}
}
}