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