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)
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@@ -13,7 +13,7 @@ using Random = UnityEngine.Random;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixtureSource(nameof(TestDataSource))]
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public class NetworkVariablePermissionTests : NetcodeIntegrationTest
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internal class NetworkVariablePermissionTests : NetcodeIntegrationTest
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{
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public static IEnumerable<TestFixtureData> TestDataSource()
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{
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@@ -304,7 +304,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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public struct TestStruct : INetworkSerializable, IEquatable<TestStruct>
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internal struct TestStruct : INetworkSerializable, IEquatable<TestStruct>
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{
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public uint SomeInt;
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public bool SomeBool;
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@@ -344,7 +344,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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public class TestClass : INetworkSerializable, IEquatable<TestClass>
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internal class TestClass : INetworkSerializable, IEquatable<TestClass>
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{
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public uint SomeInt;
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public bool SomeBool;
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@@ -386,12 +386,12 @@ namespace Unity.Netcode.RuntimeTests
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// Used just to create a NetworkVariable in the templated NetworkBehaviour type that isn't referenced anywhere else
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// Please do not reference this class anywhere else!
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public class TestClass_ReferencedOnlyByTemplateNetworkBehavourType : TestClass
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internal class TestClass_ReferencedOnlyByTemplateNetworkBehavourType : TestClass
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{
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}
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public class NetworkVariableTest : NetworkBehaviour
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internal class NetworkVariableTest : NetworkBehaviour
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{
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public enum SomeEnum
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{
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@@ -440,7 +440,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(true)]
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#endif
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[TestFixture(false)]
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public class NetworkVariableTests : NetcodeIntegrationTest
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internal class NetworkVariableTests : NetcodeIntegrationTest
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{
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private const string k_StringTestValue = "abcdefghijklmnopqrstuvwxyz";
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private static readonly FixedString32Bytes k_FixedStringTestValue = k_StringTestValue;
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@@ -5130,7 +5130,7 @@ namespace Unity.Netcode.RuntimeTests
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/// that accepts anything derived from the <see cref="ConditionalPredicateBase"/> class
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/// as a parameter.
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/// </summary>
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public class NetworkListTestPredicate : ConditionalPredicateBase
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internal class NetworkListTestPredicate : ConditionalPredicateBase
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{
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private const int k_MaxRandomValue = 1000;
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@@ -5296,7 +5296,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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[TestFixtureSource(nameof(TestDataSource))]
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public class NetworkVariableInheritanceTests : NetcodeIntegrationTest
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internal class NetworkVariableInheritanceTests : NetcodeIntegrationTest
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{
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public NetworkVariableInheritanceTests(HostOrServer hostOrServer)
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: base(hostOrServer)
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@@ -5308,7 +5308,7 @@ namespace Unity.Netcode.RuntimeTests
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public static IEnumerable<TestFixtureData> TestDataSource() =>
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Enum.GetValues(typeof(HostOrServer)).OfType<HostOrServer>().Select(x => new TestFixtureData(x));
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public class ComponentA : NetworkBehaviour
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internal class ComponentA : NetworkBehaviour
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{
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public NetworkVariable<int> PublicFieldA = new NetworkVariable<int>(1);
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protected NetworkVariable<int> m_ProtectedFieldA = new NetworkVariable<int>(2);
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@@ -5329,7 +5329,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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public class ComponentB : ComponentA
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internal class ComponentB : ComponentA
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{
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public NetworkVariable<int> PublicFieldB = new NetworkVariable<int>(11);
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protected NetworkVariable<int> m_ProtectedFieldB = new NetworkVariable<int>(22);
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@@ -5350,7 +5350,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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public class ComponentC : ComponentB
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internal class ComponentC : ComponentB
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{
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public NetworkVariable<int> PublicFieldC = new NetworkVariable<int>(111);
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protected NetworkVariable<int> m_ProtectedFieldC = new NetworkVariable<int>(222);
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@@ -5447,7 +5447,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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public class NetvarDespawnShutdown : NetworkBehaviour
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internal class NetvarDespawnShutdown : NetworkBehaviour
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{
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private NetworkVariable<int> m_IntNetworkVariable = new NetworkVariable<int>();
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private NetworkList<int> m_IntList;
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@@ -5475,7 +5475,7 @@ namespace Unity.Netcode.RuntimeTests
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/// Validates that setting values for NetworkVariable or NetworkList during the
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/// OnNetworkDespawn method will not cause an exception to occur.
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/// </summary>
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public class NetworkVariableModifyOnNetworkDespawn : NetcodeIntegrationTest
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internal class NetworkVariableModifyOnNetworkDespawn : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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