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:
@@ -1,12 +1,14 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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using Debug = UnityEngine.Debug;
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namespace Unity.Netcode.RuntimeTests
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{
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public class RpcTests : BaseMultiInstanceTest
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public class RpcTests : NetcodeIntegrationTest
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{
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public class RpcTestNB : NetworkBehaviour
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{
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@@ -26,54 +28,47 @@ namespace Unity.Netcode.RuntimeTests
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}
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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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[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<RpcTestNB>();
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});
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m_PlayerPrefab.AddComponent<RpcTestNB>();
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}
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[UnityTest]
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public IEnumerator TestRpcs()
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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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var clientId = m_ClientNetworkManagers[0].LocalClientId;
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ServerNetworkManager, serverClientPlayerResult));
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// This is the *SERVER VERSION* of the *CLIENT PLAYER* RpcTestNB component
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var serverClientRpcTestNB = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
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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 == clientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER* RpcTestNB component
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var localClienRpcTestNB = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
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// Setup state
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bool hasReceivedServerRpc = false;
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bool hasReceivedClientRpcRemotely = false;
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bool hasReceivedClientRpcLocally = false;
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clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnClient_Rpc += () =>
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localClienRpcTestNB.OnClient_Rpc += () =>
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{
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Debug.Log("ClientRpc received on client object");
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hasReceivedClientRpcRemotely = true;
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};
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clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
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localClienRpcTestNB.OnServer_Rpc += (clientId, param) =>
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{
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// The RPC invoked locally. (Weaver failure?)
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Assert.Fail("ServerRpc invoked locally. Weaver failure?");
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};
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serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
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serverClientRpcTestNB.OnServer_Rpc += (clientId, param) =>
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{
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Debug.Log("ServerRpc received on server object");
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Assert.True(param.Receive.SenderClientId == clientId);
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hasReceivedServerRpc = true;
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};
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serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnClient_Rpc += () =>
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serverClientRpcTestNB.OnClient_Rpc += () =>
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{
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// The RPC invoked locally. (Weaver failure?)
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Debug.Log("ClientRpc received on server object");
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@@ -81,13 +76,28 @@ namespace Unity.Netcode.RuntimeTests
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};
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// Send ServerRpc
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clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc(clientId);
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localClienRpcTestNB.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
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// Send ClientRpc
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serverClientPlayerResult.Result.GetComponent<RpcTestNB>().MyClientRpc();
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serverClientRpcTestNB.MyClientRpc();
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// Wait for RPCs to be received
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => hasReceivedServerRpc && hasReceivedClientRpcLocally && hasReceivedClientRpcRemotely));
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// Validate each NetworkManager relative MessagingSystem received each respective RPC
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var messageHookList = new List<MessageHookEntry>();
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var serverMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
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serverMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(serverMessageHookEntry);
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foreach (var client in m_ClientNetworkManagers)
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{
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var clientMessageHookEntry = new MessageHookEntry(client);
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clientMessageHookEntry.AssignMessageType<ClientRpcMessage>();
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messageHookList.Add(clientMessageHookEntry);
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}
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var rpcMessageHooks = new MessageHooksConditional(messageHookList);
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for messages: {rpcMessageHooks.GetHooksStillWaiting()}");
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// Make sure RPCs propagated all the way up and were called on the relative destination class instance
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yield return WaitForConditionOrTimeOut(() => hasReceivedServerRpc && hasReceivedClientRpcLocally && hasReceivedClientRpcRemotely);
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Assert.True(hasReceivedServerRpc, "ServerRpc was not received");
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Assert.True(hasReceivedClientRpcLocally, "ClientRpc was not locally received on the server");
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