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
{
@@ -41,13 +42,35 @@ namespace Unity.Netcode.RuntimeTests
{
var tickSystem = NetworkManager.Singleton.NetworkTickSystem;
var delta = tickSystem.LocalTime.FixedDeltaTime;
var previous_localTickCalculated = 0;
var previous_serverTickCalculated = 0;
while (tickSystem.LocalTime.Time < 3f)
{
yield return null;
Assert.AreEqual(Mathf.FloorToInt((tickSystem.LocalTime.TimeAsFloat / delta)), NetworkManager.Singleton.LocalTime.Tick);
Assert.AreEqual(Mathf.FloorToInt((tickSystem.ServerTime.TimeAsFloat / delta)), NetworkManager.Singleton.ServerTime.Tick);
Assert.True(Mathf.Approximately((float)NetworkManager.Singleton.LocalTime.Time, (float)NetworkManager.Singleton.ServerTime.Time));
var tickCalculated = tickSystem.LocalTime.Time / delta;
previous_localTickCalculated = (int)tickCalculated;
// This check is needed due to double division imprecision of large numbers
if ((tickCalculated - previous_localTickCalculated) >= 0.999999999999)
{
previous_localTickCalculated++;
}
tickCalculated = NetworkManager.Singleton.ServerTime.Time / delta;
previous_serverTickCalculated = (int)tickCalculated;
// This check is needed due to double division imprecision of large numbers
if ((tickCalculated - previous_serverTickCalculated) >= 0.999999999999)
{
previous_serverTickCalculated++;
}
Assert.AreEqual(previous_localTickCalculated, NetworkManager.Singleton.LocalTime.Tick, $"Calculated local tick {previous_localTickCalculated} does not match local tick {NetworkManager.Singleton.LocalTime.Tick}!");
Assert.AreEqual(previous_serverTickCalculated, NetworkManager.Singleton.ServerTime.Tick, $"Calculated server tick {previous_serverTickCalculated} does not match server tick {NetworkManager.Singleton.ServerTime.Tick}!");
Assert.True(Mathf.Approximately((float)NetworkManager.Singleton.LocalTime.Time, (float)NetworkManager.Singleton.ServerTime.Time), $"Local time {(float)NetworkManager.Singleton.LocalTime.Time} is not approximately server time {(float)NetworkManager.Singleton.ServerTime.Time}!");
}
}

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
{
@@ -18,14 +19,14 @@ namespace Unity.Netcode.RuntimeTests
public IEnumerator TestClientTimeInitializationOnConnect([Values(0, 1f)] float serverStartDelay, [Values(0, 1f)] float clientStartDelay, [Values(true, false)] bool isHost)
{
// Create multiple NetworkManager instances
if (!MultiInstanceHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients, 30))
if (!NetcodeIntegrationTestHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients, 30))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
}
yield return new WaitForSeconds(serverStartDelay);
MultiInstanceHelpers.Start(false, server, new NetworkManager[] { }, BaseMultiInstanceTest.SceneManagerValidationAndTestRunnerInitialization); // passing no clients on purpose to start them manually later
NetcodeIntegrationTestHelpers.Start(false, server, new NetworkManager[] { }); // passing no clients on purpose to start them manually later
// 0 ticks should have passed
var serverTick = server.NetworkTickSystem.ServerTime.Tick;
@@ -34,9 +35,11 @@ namespace Unity.Netcode.RuntimeTests
// server time should be 0
Assert.AreEqual(0, server.NetworkTickSystem.ServerTime.Time);
// wait 2 frames to ensure network tick is run
yield return null;
yield return null;
// wait until at least more than 2 server ticks have passed
// Note: Waiting for more than 2 ticks on the server is due
// to the time system applying buffering to the received time
// in NetworkTimeSystem.Sync
yield return new WaitUntil(() => server.NetworkTickSystem.ServerTime.Tick > 2);
var serverTimePassed = server.NetworkTickSystem.ServerTime.Time;
var expectedServerTickCount = Mathf.FloorToInt((float)(serverTimePassed * 30));
@@ -56,16 +59,13 @@ namespace Unity.Netcode.RuntimeTests
var clientStartRealTime = Time.time;
m_Client.StartClient();
BaseMultiInstanceTest.SceneManagerValidationAndTestRunnerInitialization(clients[0]);
NetcodeIntegrationTestHelpers.RegisterHandlers(clients[0]);
m_Client.NetworkTickSystem.Tick += NetworkTickSystemOnTick;
m_ClientTickCounter = 0;
// don't check for anything here and assume non-async connection.
// Wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
var clientStartRealTimeDuration = Time.time - clientStartRealTime;
var clientStartRealTickDuration = Mathf.FloorToInt(clientStartRealTimeDuration * 30);
@@ -75,7 +75,6 @@ namespace Unity.Netcode.RuntimeTests
Assert.True(m_ClientTickCounter <= clientStartRealTickDuration);
MultiInstanceHelpers.Destroy();
yield return null;
}
@@ -95,7 +94,7 @@ namespace Unity.Netcode.RuntimeTests
[UnityTearDown]
public virtual IEnumerator Teardown()
{
MultiInstanceHelpers.Destroy();
NetcodeIntegrationTestHelpers.Destroy();
yield return null;
}
}

View File

@@ -4,13 +4,14 @@ using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Tests the times of two clients connecting to a server using the SIPTransport (returns 50ms RTT but has no latency simulation)
/// </summary>
public class TimeMultiInstanceTest : BaseMultiInstanceTest
public class TimeIntegrationTest : NetcodeIntegrationTest
{
private const double k_AdditionalTimeTolerance = 0.3d; // magic number and in theory not needed but without this mac os test fail in Yamato because it looks like we get random framerate drops during unit test.
@@ -18,12 +19,11 @@ namespace Unity.Netcode.RuntimeTests
private NetworkTimeState m_Client1State;
private NetworkTimeState m_Client2State;
protected override int NbClients => 2;
protected override int NumberOfClients => 2;
// we need to change frame rate which is done in startup so removing this from here and moving into the test.
public override IEnumerator Setup()
protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
{
yield break;
return NetworkManagerInstatiationMode.DoNotCreate;
}
private void UpdateTimeStates(NetworkManager[] networkManagers)
@@ -46,14 +46,14 @@ namespace Unity.Netcode.RuntimeTests
[TestCase(10, 30u, ExpectedResult = null)]
[TestCase(60, 60u, ExpectedResult = null)]
[TestCase(60, 10u, ExpectedResult = null)]
public IEnumerator TestTimeMultiInstance(int targetFrameRate, uint tickRate)
public IEnumerator TestTimeIntegrationTest(int targetFrameRate, uint tickRate)
{
yield return StartSomeClientsAndServerWithPlayersCustom(true, NbClients, targetFrameRate, tickRate);
yield return StartSomeClientsAndServerWithPlayersCustom(true, NumberOfClients, targetFrameRate, tickRate);
double frameInterval = 1d / targetFrameRate;
double tickInterval = 1d / tickRate;
var networkManagers = MultiInstanceHelpers.NetworkManagerInstances.ToArray();
var networkManagers = NetcodeIntegrationTestHelpers.NetworkManagerInstances.ToArray();
var server = networkManagers.First(t => t.IsServer);
var firstClient = networkManagers.First(t => !t.IsServer);
@@ -89,13 +89,15 @@ namespace Unity.Netcode.RuntimeTests
// compares the two client times, only difference should be based on buffering.
m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
}
ShutdownAndCleanUp();
}
// This is from BaseMultiInstanceTest but we need a custom version of this to modifiy the config
// This is from NetcodeIntegrationTest but we need a custom version of this to modifiy the config
private IEnumerator StartSomeClientsAndServerWithPlayersCustom(bool useHost, int nbClients, int targetFrameRate, uint tickRate)
{
// Create multiple NetworkManager instances
if (!MultiInstanceHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients, targetFrameRate))
if (!NetcodeIntegrationTestHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients, targetFrameRate))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
@@ -111,12 +113,12 @@ namespace Unity.Netcode.RuntimeTests
/*
* Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
* In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
* MultiInstanceHelper has a helper function that lets you mark a runtime created object to be
* NetcodeIntegrationTestHelpers has a helper function that lets you mark a runtime created object to be
* treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
* at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
*/
// Make it a prefab
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject);
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
// Set the player prefab
server.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
@@ -130,23 +132,14 @@ namespace Unity.Netcode.RuntimeTests
server.NetworkConfig.TickRate = tickRate;
// Start the instances
if (!MultiInstanceHelpers.Start(useHost, server, clients))
if (!NetcodeIntegrationTestHelpers.Start(useHost, server, clients))
{
Debug.LogError("Failed to start instances");
Assert.Fail("Failed to start instances");
}
// Wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));
// Wait for connection on server side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnectedToServer(server, useHost ? nbClients + 1 : nbClients));
}
private IEnumerator WaitForFrames(int count)
{
int nextFrameNumber = Time.frameCount + count;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
// Wait for connection on client and server side
yield return WaitForClientsConnectedOrTimeOut();
}
private readonly struct NetworkTimeState : IEquatable<NetworkTimeState>