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.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class NetworkAnimatorTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
private GameObject m_PlayerOnServer;
private GameObject m_PlayerOnClient;
private Animator m_PlayerOnServerAnimator;
private Animator m_PlayerOnClientAnimator;
public NetworkAnimatorTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnCreatePlayerPrefab()
{
// ideally, we would build up the AnimatorController entirely in code and not need an asset,
// but after some attempts this doesn't seem readily doable. Instead, we load a controller
var controller = Resources.Load("TestAnimatorController") as RuntimeAnimatorController;
var animator = m_PlayerPrefab.AddComponent<Animator>();
animator.runtimeAnimatorController = controller;
var networkAnimator = m_PlayerPrefab.AddComponent<NetworkAnimator>();
networkAnimator.Animator = animator;
}
protected override IEnumerator OnServerAndClientsConnected()
{
m_PlayerOnServer = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject;
m_PlayerOnServerAnimator = m_PlayerOnServerAnimator = m_PlayerOnServer.GetComponent<Animator>();
m_PlayerOnClient = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject;
m_PlayerOnClientAnimator = m_PlayerOnClient.GetComponent<Animator>();
return base.OnServerAndClientsConnected();
}
// helper function to scan an animator and verify a given clip is present
private bool HasClip(Animator animator, string clipName)
{
var clips = new List<AnimatorClipInfo>();
animator.GetCurrentAnimatorClipInfo(0, clips);
foreach (var clip in clips)
{
if (clip.clip.name == clipName)
{
return true;
}
}
return false;
}
[UnityTest]
public IEnumerator AnimationTriggerReset([Values(true, false)] bool asHash)
{
// We have "UnboundTrigger" purposely not bound to any animations so we can test resetting.
// If we used a trigger that was bound to a transition, then the trigger would reset as soon as the
// transition happens. This way it will stay stuck on
string triggerString = "UnboundTrigger";
int triggerHash = Animator.StringToHash(triggerString);
// Verify trigger is off
Assert.True(m_PlayerOnServerAnimator.GetBool(triggerString) == false);
Assert.True(m_PlayerOnClientAnimator.GetBool(triggerString) == false);
// trigger.
if (asHash)
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerHash);
}
else
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerString);
}
// verify trigger is set for client and server
yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnServerAnimator.GetBool(triggerHash) : m_PlayerOnServerAnimator.GetBool(triggerString));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on server trigger set check");
yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnClientAnimator.GetBool(triggerHash) : m_PlayerOnClientAnimator.GetBool(triggerString));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on client trigger set check");
// reset the trigger
if (asHash)
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().ResetTrigger(triggerHash);
}
else
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().ResetTrigger(triggerString);
}
// verify trigger is reset for client and server
yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnServerAnimator.GetBool(triggerHash) == false : m_PlayerOnServerAnimator.GetBool(triggerString) == false);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on server reset check");
yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnClientAnimator.GetBool(triggerHash) == false : m_PlayerOnClientAnimator.GetBool(triggerString) == false);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on client reset check");
}
[UnityTest]
public IEnumerator AnimationStateSyncTest()
{
// check that we have started in the default state
Assert.True(m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
Assert.True(m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
// cause a change to the AlphaState state by setting AlphaParameter, which is
// the variable bound to the transition from default to AlphaState (see the TestAnimatorController asset)
m_PlayerOnServerAnimator.SetBool("AlphaParameter", true);
// ...and now we should be in the AlphaState having triggered the AlphaParameter
yield return WaitForConditionOrTimeOut(() => m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("AlphaState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() => m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("AlphaState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to sync its animation state from the server");
}
[UnityTest]
public IEnumerator AnimationLayerStateSyncTest()
{
int layer = 1;
// check that we have started in the default state
Assert.True(m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(layer).IsName("DefaultStateLayer2"));
Assert.True(m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(layer).IsName("DefaultStateLayer2"));
// cause a change to the AlphaState state by setting AlphaParameter, which is
// the variable bound to the transition from default to AlphaState (see the TestAnimatorController asset)
m_PlayerOnServerAnimator.SetBool("Layer2AlphaParameter", true);
// ...and now we should be in the AlphaState having triggered the AlphaParameter
yield return WaitForConditionOrTimeOut(() => m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(layer).IsName("Layer2AlphaState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() => m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(layer).IsName("Layer2AlphaState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to sync its animation state from the server");
}
[UnityTest]
public IEnumerator AnimationLayerWeightTest()
{
int layer = 1;
float targetWeight = 0.333f;
// check that we have started in the default state
Assert.True(Mathf.Approximately(m_PlayerOnServerAnimator.GetLayerWeight(layer), 1f));
Assert.True(Mathf.Approximately(m_PlayerOnClientAnimator.GetLayerWeight(layer), 1f));
m_PlayerOnServerAnimator.SetLayerWeight(layer, targetWeight);
// ...and now we should be in the AlphaState having triggered the AlphaParameter
yield return WaitForConditionOrTimeOut(() =>
Mathf.Approximately(m_PlayerOnServerAnimator.GetLayerWeight(layer), targetWeight)
);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() =>
Mathf.Approximately(m_PlayerOnClientAnimator.GetLayerWeight(layer), targetWeight)
);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
}
[UnityTest]
public IEnumerator AnimationStateSyncTriggerTest([Values(true, false)] bool asHash)
{
string triggerString = "TestTrigger";
int triggerHash = Animator.StringToHash(triggerString);
// check that we have started in the default state
Assert.True(m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
Assert.True(m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
// cause a change to the AlphaState state by setting TestTrigger
// note, we have a special test for triggers because activating triggers via the
// NetworkAnimator is special; for other parameters you set them on the Animator and NetworkAnimator
// listens. But because triggers are super short and transitory, we require users to call
// NetworkAnimator.SetTrigger so we don't miss it
if (asHash)
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerHash);
}
else
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerString);
}
// ...and now we should be in the AlphaState having triggered the AlphaParameter
yield return WaitForConditionOrTimeOut(() => m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("TriggeredState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state via trigger");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() => m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("TriggeredState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to sync its animation state from the server via trigger");
}
[UnityTest]
public IEnumerator AnimationStateSyncTestWithOverride()
{
// set up the animation override controller
var overrideController = Resources.Load("TestAnimatorOverrideController") as AnimatorOverrideController;
m_PlayerOnServer.GetComponent<Animator>().runtimeAnimatorController = overrideController;
m_PlayerOnClient.GetComponent<Animator>().runtimeAnimatorController = overrideController;
// in our default state, we should see the OverrideDefaultAnimation clip
Assert.True(HasClip(m_PlayerOnServerAnimator, "OverrideDefaultAnimation"));
Assert.True(HasClip(m_PlayerOnClientAnimator, "OverrideDefaultAnimation"));
// cause a change to the AlphaState state by setting AlphaParameter, which is
// the variable bound to the transition from default to AlphaState (see the TestAnimatorController asset)
m_PlayerOnServerAnimator.SetBool("AlphaParameter", true);
// ...and now we should be in the AlphaState having set the AlphaParameter
yield return WaitForConditionOrTimeOut(() => HasClip(m_PlayerOnServerAnimator, "OverrideAlphaAnimation"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its overriden animation state");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() => HasClip(m_PlayerOnServerAnimator, "OverrideAlphaAnimation"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to reach its overriden animation state");
}
}
}