com.unity.netcode.gameobjects@2.0.0-exp.4

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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
This commit is contained in:
Unity Technologies
2024-05-31 00:00:00 +00:00
parent 143a6cbd34
commit 63c7e4c78a
177 changed files with 1792 additions and 820 deletions

View File

@@ -12,7 +12,7 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// This is a refactor of the original test's NetworkBehaviour INetVarInfo derived NetworkBehaviours
/// </summary>
public class NetVarContainer : NetworkBehaviour
internal class NetVarContainer : NetworkBehaviour
{
public enum NetVarsToCheck
{
@@ -126,7 +126,7 @@ namespace Unity.Netcode.RuntimeTests
/// Used to define how many NetworkVariables to use per NetVarContainer instance.
/// There are always two
/// </summary>
public struct NetVarCombinationTypes
internal struct NetVarCombinationTypes
{
public NetVarContainer.NetVarsToCheck FirstType;
public NetVarContainer.NetVarsToCheck SecondType;
@@ -135,7 +135,7 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// Server and Distributed Authority modes require at least 1 client while the host does not.
/// </summary>
/// [Session Mode][Number of Clients][First NetVar Type][Second NetVar Type]
/// [Host or Server mode][Number of Clients][First NetVar Type][Second NetVar Type]
[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.DAHost, 1, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
@@ -157,7 +157,7 @@ namespace Unity.Netcode.RuntimeTests
[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.One)]
[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.One, NetVarContainer.NetVarsToCheck.Two)]
[TestFixture(HostOrServer.Host, 2, NetVarContainer.NetVarsToCheck.Two, NetVarContainer.NetVarsToCheck.Two)]
public class NetworkBehaviourUpdaterTests : NetcodeIntegrationTest
internal class NetworkBehaviourUpdaterTests : NetcodeIntegrationTest
{
// Go ahead and create maximum number of clients (not all tests will use them)
protected override int NumberOfClients => m_NumberOfClients;
@@ -202,7 +202,7 @@ namespace Unity.Netcode.RuntimeTests
// GameObject of this prefab
var netVarContainer = m_PrefabToSpawn.AddComponent<NetVarContainer>();
netVarContainer.NumberOfNetVarsToCheck = m_NetVarCombinationTypes.FirstType;
if (m_SessionModeType == SessionModeTypes.DistributedAuthority)
if (m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
{
netVarContainer.SetOwnerWrite();
}
@@ -210,7 +210,7 @@ namespace Unity.Netcode.RuntimeTests
netVarContainer.ValueToSetNetVarTo = NetVarValueToSet;
netVarContainer = m_PrefabToSpawn.AddComponent<NetVarContainer>();
if (m_SessionModeType == SessionModeTypes.DistributedAuthority)
if (m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
{
netVarContainer.SetOwnerWrite();
}
@@ -243,7 +243,7 @@ namespace Unity.Netcode.RuntimeTests
// the appropriate number of NetworkObjects with the NetVarContainer behaviour
var numberOfObjectsToSpawn = numToSpawn * NumberOfClients;
var authority = m_SessionModeType == SessionModeTypes.DistributedAuthority ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
var authority = m_NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
// spawn the objects
for (int i = 0; i < numToSpawn; i++)