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

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using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class PlayerObjectTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
protected GameObject m_NewPlayerToSpawn;
public PlayerObjectTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnServerAndClientsCreated()
{
m_NewPlayerToSpawn = CreateNetworkObjectPrefab("NewPlayerInstance");
base.OnServerAndClientsCreated();
}
[UnityTest]
public IEnumerator SpawnAndReplaceExistingPlayerObject()
{
// Get the server-side player NetworkObject
var originalPlayer = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId];
// Get the client-side player NetworkObject
var playerLocalClient = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
// Create a new player prefab instance
var newPlayer = Object.Instantiate(m_NewPlayerToSpawn);
var newPlayerNetworkObject = newPlayer.GetComponent<NetworkObject>();
newPlayerNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
// Spawn this instance as a new player object for the client who already has an assigned player object
newPlayerNetworkObject.SpawnAsPlayerObject(m_ClientNetworkManagers[0].LocalClientId);
// Make sure server-side changes are detected, the original player object should no longer be marked as a player
// and the local new player object should.
yield return WaitForConditionOrTimeOut(() => !originalPlayer.IsPlayerObject && newPlayerNetworkObject.IsPlayerObject);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for server-side player object to change!");
// Make sure the client-side changes are the same
yield return WaitForConditionOrTimeOut(() => m_ClientNetworkManagers[0].LocalClient.PlayerObject != playerLocalClient && !playerLocalClient.IsPlayerObject
&& m_ClientNetworkManagers[0].LocalClient.PlayerObject.IsPlayerObject);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client-side player object to change!");
}
}
}