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)
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Tests/Runtime/Prefabs/AddNetworkPrefabTests.cs
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141
Tests/Runtime/Prefabs/AddNetworkPrefabTests.cs
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using System.Collections;
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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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using UnityEngine.TestTools;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class AddNetworkPrefabTest : NetcodeIntegrationTest
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{
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internal class EmptyComponent : NetworkBehaviour
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{
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}
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protected override int NumberOfClients => 1;
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private GameObject m_Prefab;
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protected override IEnumerator OnSetup()
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{
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// Host is irrelevant, messages don't get sent to the host "client"
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m_UseHost = false;
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yield return null;
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}
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protected override void OnServerAndClientsCreated()
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{
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m_Prefab = new GameObject("Object");
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var networkObject = m_Prefab.AddComponent<NetworkObject>();
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m_Prefab.AddComponent<EmptyComponent>();
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// Make it a prefab
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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m_ServerNetworkManager.NetworkConfig.SpawnTimeout = 0;
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m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.SpawnTimeout = 0;
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client.NetworkConfig.ForceSamePrefabs = false;
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}
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}
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private EmptyComponent GetObjectForClient(ulong clientId)
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{
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#if UNITY_2023_1_OR_NEWER
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var emptyComponents = Object.FindObjectsByType<EmptyComponent>(FindObjectsSortMode.InstanceID);
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#else
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var emptyComponents = Object.FindObjectsOfType<EmptyComponent>();
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#endif
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foreach (var component in emptyComponents)
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{
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if (component.IsSpawned && component.NetworkManager.LocalClientId == clientId)
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{
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return component;
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}
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}
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return null;
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}
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private void RegisterPrefab()
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{
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m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
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foreach (var client in m_ClientNetworkManagers)
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{
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client.AddNetworkPrefab(m_Prefab);
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}
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}
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private void DeregisterPrefab()
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{
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m_ServerNetworkManager.RemoveNetworkPrefab(m_Prefab);
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foreach (var client in m_ClientNetworkManagers)
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{
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client.RemoveNetworkPrefab(m_Prefab);
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}
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}
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private static CoroutineRunner s_CoroutineRunner;
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[UnityTest]
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public IEnumerator WhenSpawningBeforeAddingPrefab_SpawnFails()
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{
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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[UnityTest]
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public IEnumerator WhenSpawningAfterAddingServerPrefabButBeforeAddingClientPrefab_SpawnFails()
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{
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m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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[UnityTest]
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public IEnumerator WhenSpawningAfterAddingPrefabOnServerAndClient_SpawnSucceeds()
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{
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RegisterPrefab();
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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[UnityTest]
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public IEnumerator WhenSpawningAfterRemovingPrefabOnClient_SpawnFails()
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{
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RegisterPrefab();
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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serverObject.GetComponent<NetworkObject>().Despawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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DeregisterPrefab();
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serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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}
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}
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