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

View File

@@ -2,6 +2,7 @@ using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
@@ -52,7 +53,7 @@ namespace Unity.Netcode.RuntimeTests
Assert.That(k_ClientInstanceCount, Is.GreaterThan(0));
// create NetworkManager instances
Assert.That(MultiInstanceHelpers.Create(k_ClientInstanceCount, out m_ServerNetworkManager, out m_ClientNetworkManagers));
Assert.That(NetcodeIntegrationTestHelpers.Create(k_ClientInstanceCount, out m_ServerNetworkManager, out m_ClientNetworkManagers));
Assert.That(m_ServerNetworkManager, Is.Not.Null);
Assert.That(m_ClientNetworkManagers, Is.Not.Null);
Assert.That(m_ClientNetworkManagers.Length, Is.EqualTo(k_ClientInstanceCount));
@@ -61,7 +62,7 @@ namespace Unity.Netcode.RuntimeTests
m_DummyPrefab = new GameObject("DummyPrefabPrototype");
m_DummyPrefab.AddComponent<NetworkObject>();
m_DummyPrefab.AddComponent<NetworkObjectOwnershipComponent>();
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(m_DummyPrefab.GetComponent<NetworkObject>());
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(m_DummyPrefab.GetComponent<NetworkObject>());
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab { Prefab = m_DummyPrefab });
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
@@ -69,19 +70,19 @@ namespace Unity.Netcode.RuntimeTests
}
// start server and client NetworkManager instances
Assert.That(MultiInstanceHelpers.Start(m_IsHost, m_ServerNetworkManager, m_ClientNetworkManagers));
Assert.That(NetcodeIntegrationTestHelpers.Start(m_IsHost, m_ServerNetworkManager, m_ClientNetworkManagers));
// wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(m_ClientNetworkManagers));
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(m_ClientNetworkManagers);
// wait for connection on server side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(m_ServerNetworkManager));
yield return NetcodeIntegrationTestHelpers.WaitForClientConnectedToServer(m_ServerNetworkManager);
}
[TearDown]
public void Teardown()
{
MultiInstanceHelpers.Destroy();
NetcodeIntegrationTestHelpers.Destroy();
if (m_DummyGameObject != null)
{
@@ -106,8 +107,7 @@ namespace Unity.Netcode.RuntimeTests
var dummyNetworkObjectId = dummyNetworkObject.NetworkObjectId;
Assert.That(dummyNetworkObjectId, Is.GreaterThan(0));
int nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<CreateObjectMessage>(m_ClientNetworkManagers[0]);
Assert.That(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
foreach (var clientNetworkManager in m_ClientNetworkManagers)
@@ -136,17 +136,14 @@ namespace Unity.Netcode.RuntimeTests
Assert.That(m_ServerNetworkManager.ConnectedClients.ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<ChangeOwnershipMessage>(m_ClientNetworkManagers[0]);
Assert.That(clientComponent.OnGainedOwnershipFired);
Assert.That(clientComponent.CachedOwnerIdOnGainedOwnership, Is.EqualTo(m_ClientNetworkManagers[0].LocalClientId));
serverObject.ChangeOwnership(m_ServerNetworkManager.ServerClientId);
nextFrameNumber = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
yield return NetcodeIntegrationTestHelpers.WaitForMessageOfType<ChangeOwnershipMessage>(m_ClientNetworkManagers[0]);
Assert.That(serverObject.OwnerClientId, Is.EqualTo(m_ServerNetworkManager.LocalClientId));
Assert.That(clientComponent.OnLostOwnershipFired);