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:
@@ -14,13 +14,13 @@ namespace Unity.Netcode.RuntimeTests
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/// - Client destroy spawned => throw exception.
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/// </summary>
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[TestFixture(SessionModeTypes.DistributedAuthority)]
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[TestFixture(SessionModeTypes.ClientServer)]
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public class NetworkObjectDestroyTests : NetcodeIntegrationTest
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[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
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[TestFixture(NetworkTopologyTypes.ClientServer)]
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internal class NetworkObjectDestroyTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 2;
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public NetworkObjectDestroyTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
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public NetworkObjectDestroyTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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/// <summary>
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/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
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@@ -96,7 +96,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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else
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{
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// Shutdown the
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// Shutdown the
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m_ClientNetworkManagers[0].Shutdown();
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}
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}
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@@ -11,7 +11,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkObjectDontDestroyWithOwnerTests : NetcodeIntegrationTest
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internal class NetworkObjectDontDestroyWithOwnerTests : NetcodeIntegrationTest
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{
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private const int k_NumberObjectsToSpawn = 32;
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protected override int NumberOfClients => 1;
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@@ -7,7 +7,7 @@ using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkObjectNetworkClientOwnedObjectsTests : NetcodeIntegrationTest
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internal class NetworkObjectNetworkClientOwnedObjectsTests : NetcodeIntegrationTest
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{
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private class DummyNetworkBehaviour : NetworkBehaviour
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{
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@@ -13,7 +13,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkObjectOnNetworkDespawnTests : NetcodeIntegrationTest
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internal class NetworkObjectOnNetworkDespawnTests : NetcodeIntegrationTest
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{
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private const string k_ObjectName = "TestDespawn";
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public enum InstanceTypes
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@@ -7,9 +7,9 @@ using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(SessionModeTypes.DistributedAuthority)]
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[TestFixture(SessionModeTypes.ClientServer)]
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public class NetworkObjectOnSpawnTests : NetcodeIntegrationTest
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[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
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[TestFixture(NetworkTopologyTypes.ClientServer)]
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internal class NetworkObjectOnSpawnTests : NetcodeIntegrationTest
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{
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private GameObject m_TestNetworkObjectPrefab;
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private GameObject m_TestNetworkObjectInstance;
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@@ -29,7 +29,7 @@ namespace Unity.Netcode.RuntimeTests
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private const string k_WithObserversError = "Not all clients spawned the";
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private const string k_WithoutObserversError = "A client spawned the";
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public NetworkObjectOnSpawnTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
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public NetworkObjectOnSpawnTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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protected override void OnServerAndClientsCreated()
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{
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@@ -43,7 +43,7 @@ namespace Unity.Netcode.RuntimeTests
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{
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if (m_ObserverTestType == ObserverTestTypes.WithObservers)
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{
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// When validating this portion of the test and spawning with observers is true, there
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// When validating this portion of the test and spawning with observers is true, there
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// should be spawned objects on the clients.
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if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
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{
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@@ -52,7 +52,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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else
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{
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// When validating this portion of the test and spawning with observers is false, there
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// When validating this portion of the test and spawning with observers is false, there
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// should be no spawned objects on the clients.
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if (s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
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{
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@@ -8,9 +8,9 @@ using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(SessionModeTypes.DistributedAuthority)]
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[TestFixture(SessionModeTypes.ClientServer)]
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public class NetworkObjectOwnershipPropertiesTests : NetcodeIntegrationTest
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[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
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[TestFixture(NetworkTopologyTypes.ClientServer)]
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internal class NetworkObjectOwnershipPropertiesTests : NetcodeIntegrationTest
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{
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private class DummyNetworkBehaviour : NetworkBehaviour
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{
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@@ -30,7 +30,7 @@ namespace Unity.Netcode.RuntimeTests
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private bool m_InitialOwnerOwnedBySever;
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private bool m_TargetOwnerOwnedBySever;
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public NetworkObjectOwnershipPropertiesTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
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public NetworkObjectOwnershipPropertiesTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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protected override IEnumerator OnTearDown()
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{
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@@ -186,7 +186,7 @@ namespace Unity.Netcode.RuntimeTests
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
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}
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// Ensure it's the ownership tables are updated
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// Ensure it's the ownership tables are updated
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yield return WaitForConditionOrTimeOut(OwnershipPropagated);
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AssertOnTimeout($"Timed out waiting for ownership to propagate!\n{m_OwnershipPropagatedFailures}");
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@@ -8,7 +8,7 @@ using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkObjectOwnershipComponent : NetworkBehaviour
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internal class NetworkObjectOwnershipComponent : NetworkBehaviour
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{
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public static Dictionary<ulong, NetworkObjectOwnershipComponent> SpawnedInstances = new Dictionary<ulong, NetworkObjectOwnershipComponent>();
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@@ -45,7 +45,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkObjectOwnershipTests : NetcodeIntegrationTest
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internal class NetworkObjectOwnershipTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 9;
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@@ -7,7 +7,7 @@ namespace Unity.Netcode.RuntimeTests
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/// <summary>
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/// Tests properties of NetworkObject for proper functionality.
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/// </summary>
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public class NetworkObjectPropertyTests : NetcodeIntegrationTest
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internal class NetworkObjectPropertyTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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@@ -7,9 +7,9 @@ using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(SessionModeTypes.ClientServer)]
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[TestFixture(SessionModeTypes.DistributedAuthority)]
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public class NetworkObjectSpawnManyObjectsTests : NetcodeIntegrationTest
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[TestFixture(NetworkTopologyTypes.ClientServer)]
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[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
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internal class NetworkObjectSpawnManyObjectsTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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// "many" in this case means enough to exceed a ushort_max message size written in the header
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@@ -18,9 +18,9 @@ namespace Unity.Netcode.RuntimeTests
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private NetworkPrefab m_PrefabToSpawn;
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public NetworkObjectSpawnManyObjectsTests(SessionModeTypes sessionModeType) : base(sessionModeType) { }
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public NetworkObjectSpawnManyObjectsTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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// Using this component assures we will know precisely how many prefabs were spawned on the client
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public class SpawnObjecTrackingComponent : NetworkBehaviour
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internal class SpawnObjecTrackingComponent : NetworkBehaviour
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{
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public static int SpawnedObjects;
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public override void OnNetworkSpawn()
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@@ -14,7 +14,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Host)]
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[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Server)]
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[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Server)]
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public class NetworkObjectSynchronizationTests : NetcodeIntegrationTest
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internal class NetworkObjectSynchronizationTests : NetcodeIntegrationTest
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{
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private const int k_NumberToSpawn = 30;
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protected override int NumberOfClients => 0;
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@@ -382,7 +382,7 @@ namespace Unity.Netcode.RuntimeTests
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/// the synchronization process will continue (i.e. it will skip over that block
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/// of the reader buffer).
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/// </summary>
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public class NetworkBehaviourWithNetworkVariables : NetworkBehaviour
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internal class NetworkBehaviourWithNetworkVariables : NetworkBehaviour
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{
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public static int ServerSpawnCount { get; internal set; }
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public static readonly Dictionary<ulong, int> ClientSpawnCount = new Dictionary<ulong, int>();
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@@ -442,7 +442,7 @@ namespace Unity.Netcode.RuntimeTests
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/// when variable length safety checks are off NetworkVariables still are updated
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/// properly.
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/// </summary>
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public class NetworkBehaviourWithOwnerNetworkVariables : NetworkBehaviour
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internal class NetworkBehaviourWithOwnerNetworkVariables : NetworkBehaviour
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{
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private NetworkVariableWritePermission m_NetworkVariableWritePermission = NetworkVariableWritePermission.Server;
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/// <summary>
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@@ -491,7 +491,7 @@ namespace Unity.Netcode.RuntimeTests
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/// and provides a synchronization success version to validate that synchronization
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/// will continue if user synchronization code fails.
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/// </summary>
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public class NetworkBehaviourSynchronizeFailureComponent : NetworkBehaviour
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internal class NetworkBehaviourSynchronizeFailureComponent : NetworkBehaviour
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{
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public static int NumberOfFailureTypes { get; internal set; }
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public static int ServerSpawnCount { get; internal set; }
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@@ -661,11 +661,11 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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public class NetworkBehaviourOnSynchronizeComponent : NetworkBehaviour
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internal class NetworkBehaviourOnSynchronizeComponent : NetworkBehaviour
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{
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public SomeCustomSerializationData CustomSerializationData = new SomeCustomSerializationData();
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public struct SomeCustomSerializationData : INetworkSerializable
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internal struct SomeCustomSerializationData : INetworkSerializable
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{
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public uint Value1;
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public bool Value2;
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