com.unity.netcode.gameobjects@1.0.0-pre.7

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.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
This commit is contained in:
Unity Technologies
2022-04-01 00:00:00 +00:00
parent 5b4aaa8b59
commit 60e2dabef4
123 changed files with 5751 additions and 3419 deletions

View File

@@ -1,78 +1,55 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Object = UnityEngine.Object;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkObjectDontDestroyWithOwnerTests
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class NetworkObjectDontDestroyWithOwnerTests : NetcodeIntegrationTest
{
private const int k_NumberObjectsToSpawn = 32;
protected override int NumberOfClients => 1;
protected GameObject m_PrefabToSpawn;
public NetworkObjectDontDestroyWithOwnerTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ClientOwnedObject");
m_PrefabToSpawn.GetComponent<NetworkObject>().DontDestroyWithOwner = true;
}
[UnityTest]
public IEnumerator DontDestroyWithOwnerTest()
{
// create server and client instances
NetcodeIntegrationTestHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
var client = m_ClientNetworkManagers[0];
var clientId = client.LocalClientId;
var networkObjects = SpawnObjects(m_PrefabToSpawn, m_ClientNetworkManagers[0], k_NumberObjectsToSpawn);
// create prefab
var gameObject = new GameObject("ClientOwnedObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.DontDestroyWithOwner = true;
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
server.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
{
Prefab = gameObject
});
for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
{
Prefab = gameObject
});
}
// start server and connect clients
NetcodeIntegrationTestHelpers.Start(false, server, clients);
// wait for connection on client side
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
// wait for connection on server side
yield return NetcodeIntegrationTestHelpers.WaitForClientConnectedToServer(server);
// network objects
var networkObjects = new List<NetworkObject>();
// create instances
for (int i = 0; i < 32; i++)
{
var no = Object.Instantiate(gameObject).GetComponent<NetworkObject>();
no.NetworkManagerOwner = server;
networkObjects.Add(no);
no.SpawnWithOwnership(clients[0].LocalClientId);
}
// wait for object spawn on client
yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => clients[0].SpawnManager.SpawnedObjects.Count == 32);
// wait for object spawn on client to reach k_NumberObjectsToSpawn + 1 (k_NumberObjectsToSpawn and 1 for the player)
yield return WaitForConditionOrTimeOut(() => client.SpawnManager.GetClientOwnedObjects(clientId).Count() == k_NumberObjectsToSpawn + 1);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to have 33 NetworkObjects spawned! Only {client.SpawnManager.GetClientOwnedObjects(clientId).Count()} were assigned!");
// disconnect the client that owns all the clients
NetcodeIntegrationTestHelpers.StopOneClient(clients[0]);
NetcodeIntegrationTestHelpers.StopOneClient(client);
var remainingClients = Mathf.Max(0, TotalClients - 1);
// wait for disconnect
yield return NetcodeIntegrationTest.WaitForConditionOrTimeOut(() => server.ConnectedClients.Count == 0);
yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.ConnectedClients.Count == remainingClients);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client to disconnect!");
for (int i = 0; i < networkObjects.Count; i++)
{
var networkObject = networkObjects[i].GetComponent<NetworkObject>();
// ensure ownership was transferred back
Assert.That(networkObjects[i].OwnerClientId == server.ServerClientId);
Assert.That(networkObject.OwnerClientId == m_ServerNetworkManager.LocalClientId);
}
// cleanup
NetcodeIntegrationTestHelpers.Destroy();
}
}
}