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)
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@@ -3,8 +3,9 @@ using NUnit.Framework;
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using Unity.Netcode.Components;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests.Physics
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkRigidbodyDynamicTest : NetworkRigidbodyTestBase
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{
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@@ -16,23 +17,19 @@ namespace Unity.Netcode.RuntimeTests.Physics
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public override bool Kinematic => true;
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}
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public abstract class NetworkRigidbodyTestBase : BaseMultiInstanceTest
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public abstract class NetworkRigidbodyTestBase : NetcodeIntegrationTest
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{
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protected override int NbClients => 1;
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protected override int NumberOfClients => 1;
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public abstract bool Kinematic { get; }
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[UnitySetUp]
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public override IEnumerator Setup()
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protected override void OnCreatePlayerPrefab()
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{
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yield return StartSomeClientsAndServerWithPlayers(true, NbClients, playerPrefab =>
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{
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playerPrefab.AddComponent<NetworkTransform>();
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playerPrefab.AddComponent<Rigidbody>();
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playerPrefab.AddComponent<NetworkRigidbody>();
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playerPrefab.GetComponent<Rigidbody>().interpolation = RigidbodyInterpolation.Interpolate;
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playerPrefab.GetComponent<Rigidbody>().isKinematic = Kinematic;
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});
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m_PlayerPrefab.AddComponent<NetworkTransform>();
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m_PlayerPrefab.AddComponent<Rigidbody>();
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m_PlayerPrefab.AddComponent<NetworkRigidbody>();
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m_PlayerPrefab.GetComponent<Rigidbody>().interpolation = RigidbodyInterpolation.Interpolate;
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m_PlayerPrefab.GetComponent<Rigidbody>().isKinematic = Kinematic;
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}
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/// <summary>
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@@ -43,44 +40,38 @@ namespace Unity.Netcode.RuntimeTests.Physics
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public IEnumerator TestRigidbodyKinematicEnableDisable()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER*
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var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
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var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult);
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var serverPlayer = serverClientPlayerResult.Result.gameObject;
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
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var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
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var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult);
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var clientPlayer = clientClientPlayerResult.Result.gameObject;
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Assert.IsNotNull(serverPlayer);
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Assert.IsNotNull(clientPlayer);
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Assert.IsNotNull(serverPlayer, "serverPlayer is not null");
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Assert.IsNotNull(clientPlayer, "clientPlayer is not null");
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yield return WaitForFrames(5);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
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// server rigidbody has authority and should have a kinematic mode of false
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Assert.True(serverPlayer.GetComponent<Rigidbody>().isKinematic == Kinematic);
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Assert.AreEqual(RigidbodyInterpolation.Interpolate, serverPlayer.GetComponent<Rigidbody>().interpolation);
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Assert.True(serverPlayer.GetComponent<Rigidbody>().isKinematic == Kinematic, "serverPlayer kinematic");
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Assert.AreEqual(RigidbodyInterpolation.Interpolate, serverPlayer.GetComponent<Rigidbody>().interpolation, "server equal interpolate");
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// client rigidbody has no authority and should have a kinematic mode of true
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Assert.True(clientPlayer.GetComponent<Rigidbody>().isKinematic);
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Assert.AreEqual(RigidbodyInterpolation.None, clientPlayer.GetComponent<Rigidbody>().interpolation);
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Assert.True(clientPlayer.GetComponent<Rigidbody>().isKinematic, "clientPlayer kinematic");
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Assert.AreEqual(RigidbodyInterpolation.None, clientPlayer.GetComponent<Rigidbody>().interpolation, "client equal interpolate");
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// despawn the server player (but keep it around on the server)
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serverPlayer.GetComponent<NetworkObject>().Despawn(false);
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yield return WaitForFrames(5);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
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Assert.IsTrue(serverPlayer.GetComponent<Rigidbody>().isKinematic == Kinematic);
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Assert.IsTrue(serverPlayer.GetComponent<Rigidbody>().isKinematic == Kinematic, "serverPlayer second kinematic");
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yield return WaitForFrames(5);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
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Assert.IsTrue(clientPlayer == null); // safety check that object is actually despawned.
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}
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public static IEnumerator WaitForFrames(int count)
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{
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int nextFrameNumber = Time.frameCount + count;
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yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
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Assert.IsTrue(clientPlayer == null, "clientPlayer being null"); // safety check that object is actually despawned.
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}
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}
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}
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