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:
@@ -36,6 +36,24 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.Fail("Timed out while waiting for network event.");
|
||||
}
|
||||
|
||||
// Wait to ensure no event is sent.
|
||||
public static IEnumerator EnsureNoNetworkEvent(List<TransportEvent> events, float timeout = MaxNetworkEventWaitTime)
|
||||
{
|
||||
int initialCount = events.Count;
|
||||
float startTime = Time.realtimeSinceStartup;
|
||||
|
||||
while (Time.realtimeSinceStartup - startTime < timeout)
|
||||
{
|
||||
if (events.Count > initialCount)
|
||||
{
|
||||
Assert.Fail("Received unexpected network event.");
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Common code to initialize a UnityTransport that logs its events.
|
||||
public static void InitializeTransport(out UnityTransport transport, out List<TransportEvent> events,
|
||||
int maxPayloadSize = UnityTransport.InitialMaxPayloadSize, int maxSendQueueSize = 0, NetworkFamily family = NetworkFamily.Ipv4)
|
||||
@@ -43,7 +61,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
var logger = new TransportEventLogger();
|
||||
events = logger.Events;
|
||||
|
||||
transport = new GameObject().AddComponent<UnityTransport>();
|
||||
transport = new GameObject().AddComponent<UnityTransportTestComponent>();
|
||||
|
||||
transport.OnTransportEvent += logger.HandleEvent;
|
||||
transport.MaxPayloadSize = maxPayloadSize;
|
||||
@@ -91,5 +109,58 @@ namespace Unity.Netcode.RuntimeTests
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
internal class UnityTransportTestComponent : UnityTransport, INetworkUpdateSystem
|
||||
{
|
||||
private static List<UnityTransportTestComponent> s_Instances = new List<UnityTransportTestComponent>();
|
||||
|
||||
public static void CleanUp()
|
||||
{
|
||||
for (int i = s_Instances.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var instance = s_Instances[i];
|
||||
instance.Shutdown();
|
||||
DestroyImmediate(instance.gameObject);
|
||||
}
|
||||
s_Instances.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Simulate the <see cref="NetworkManager.NetworkUpdate"/> being invoked so <see cref="UnityTransport.EarlyUpdate"/>
|
||||
/// and <see cref="UnityTransport.PostLateUpdate"/> are invoked.
|
||||
/// </summary>
|
||||
public void NetworkUpdate(NetworkUpdateStage updateStage)
|
||||
{
|
||||
switch (updateStage)
|
||||
{
|
||||
case NetworkUpdateStage.EarlyUpdate:
|
||||
{
|
||||
EarlyUpdate();
|
||||
break;
|
||||
}
|
||||
case NetworkUpdateStage.PostLateUpdate:
|
||||
{
|
||||
PostLateUpdate();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
s_Instances.Remove(this);
|
||||
base.Shutdown();
|
||||
this.UnregisterAllNetworkUpdates();
|
||||
}
|
||||
|
||||
public override void Initialize(NetworkManager networkManager = null)
|
||||
{
|
||||
base.Initialize(networkManager);
|
||||
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
|
||||
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
|
||||
this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
|
||||
s_Instances.Add(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user