com.unity.netcode.gameobjects@2.2.0
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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
This commit is contained in:
@@ -1,4 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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@@ -184,4 +187,150 @@ namespace Unity.Netcode.RuntimeTests
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}
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}
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}
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/// <summary>
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/// This test validates that when a player is spawned it has all observers
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/// properly set and the spawned and player object lists are properly populated.
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/// It also validates that when a player is despawned and the client is still connected
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/// that the client maintains its observers for other players.
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/// </summary>
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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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internal class PlayerSpawnAndDespawnTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 4;
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private StringBuilder m_ErrorLog = new StringBuilder();
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public PlayerSpawnAndDespawnTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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private bool ValidateObservers(ulong playerClientId, NetworkObject player, ref List<NetworkManager> networkManagers)
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{
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foreach (var networkManager in networkManagers)
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{
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if (player != null && player.IsSpawned)
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{
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if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(player.NetworkObjectId))
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{
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m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} does not contain a spawned object entry {nameof(NetworkObject)}-{player.NetworkObjectId} for Client-{playerClientId}!");
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return false;
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}
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var playerClone = networkManager.SpawnManager.SpawnedObjects[player.NetworkObjectId];
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foreach (var clientId in networkManager.ConnectedClientsIds)
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{
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if (!playerClone.IsNetworkVisibleTo(clientId))
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{
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m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} failed visibility check for Client-{clientId} on {nameof(NetworkObject)}-{player.NetworkObjectId} for Client-{playerClientId}!");
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return false;
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}
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}
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var foundPlayerClone = (NetworkObject)null;
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foreach (var playerObject in networkManager.SpawnManager.PlayerObjects)
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{
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if (playerObject.OwnerClientId == playerClientId && playerObject.NetworkObjectId == player.NetworkObjectId)
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{
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foundPlayerClone = playerObject;
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break;
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}
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}
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if (!foundPlayerClone)
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{
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m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} does not contain a player entry for {nameof(NetworkObject)}-{player.NetworkObjectId} for Client-{playerClientId}!");
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return false;
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}
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}
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else
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{
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// If the player client in question is despawned, then no NetworkManager instance
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// should contain a clone of that (or the client's NetworkManager instance as well)
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foreach (var playerClone in networkManager.SpawnManager.PlayerObjects)
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{
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if (playerClone.OwnerClientId == playerClientId)
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{
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m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} contains a player {nameof(NetworkObject)}-{playerClone.NetworkObjectId} for Client-{playerClientId} when it should be despawned!");
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return false;
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}
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}
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}
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}
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return true;
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}
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private bool ValidateAllClientPlayerObservers()
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{
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var networkManagers = new List<NetworkManager>();
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if (m_ServerNetworkManager.IsHost)
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{
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networkManagers.Add(m_ServerNetworkManager);
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}
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foreach (var networkManager in m_ClientNetworkManagers)
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{
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networkManagers.Add(networkManager);
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}
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m_ErrorLog.Clear();
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var success = true;
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foreach (var networkManager in networkManagers)
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{
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var spawnedOrNot = networkManager.LocalClient.PlayerObject == null ? "despawned" : "spawned";
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m_ErrorLog.AppendLine($"Validating Client-{networkManager.LocalClientId} {spawnedOrNot} player.");
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if (networkManager.LocalClient == null)
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{
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m_ErrorLog.AppendLine($"No {nameof(NetworkClient)} found for Client-{networkManager.LocalClientId}!");
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success = false;
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break;
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}
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if (!ValidateObservers(networkManager.LocalClientId, networkManager.LocalClient.PlayerObject, ref networkManagers))
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{
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m_ErrorLog.AppendLine($"Client-{networkManager.LocalClientId} validation pass failed.");
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success = false;
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break;
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}
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}
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networkManagers.Clear();
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return success;
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}
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[UnityTest]
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public IEnumerator PlayerSpawnDespawn()
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{
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// Validate all observers are properly set with all players spawned
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yield return WaitForConditionOrTimeOut(ValidateAllClientPlayerObservers);
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AssertOnTimeout($"First Validation Failed:\n {m_ErrorLog}");
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var selectedClient = m_ClientNetworkManagers[Random.Range(0, m_ClientNetworkManagers.Count() - 1)];
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var playerSelected = selectedClient.LocalClient.PlayerObject;
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if (m_DistributedAuthority)
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{
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playerSelected.Despawn(false);
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}
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else
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{
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m_ServerNetworkManager.SpawnManager.SpawnedObjects[playerSelected.NetworkObjectId].Despawn(true);
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}
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// Validate all observers are properly set with one of the players despawned
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yield return WaitForConditionOrTimeOut(ValidateAllClientPlayerObservers);
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AssertOnTimeout($"Second Validation Failed:\n {m_ErrorLog}");
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if (m_DistributedAuthority)
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{
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playerSelected.SpawnAsPlayerObject(selectedClient.LocalClientId, false);
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}
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else
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{
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SpawnPlayerObject(m_ServerNetworkManager.NetworkConfig.PlayerPrefab, selectedClient);
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}
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// Validate all observers are properly set when the client's player is respawned.
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yield return WaitForConditionOrTimeOut(ValidateAllClientPlayerObservers);
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AssertOnTimeout($"Third Validation Failed:\n {m_ErrorLog}");
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}
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}
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}
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