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:
@@ -60,11 +60,11 @@ namespace Unity.Netcode.RuntimeTests
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// Need to destroy the GameObject (all assigned components will get destroyed too)
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UnityEngine.Object.DestroyImmediate(m_Client2.gameObject);
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}
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m_ServerEvents?.Clear();
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m_Client1Events?.Clear();
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m_Client2Events?.Clear();
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UnityTransportTestComponent.CleanUp();
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yield return null;
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}
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@@ -217,8 +217,6 @@ namespace Unity.Netcode.RuntimeTests
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Assert.AreEqual(33, m_ServerEvents[3].Data.First());
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Assert.AreEqual(10, m_ServerEvents[3].Data.Count);
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yield return null;
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}
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// Check sending data to multiple clients.
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@@ -260,8 +258,6 @@ namespace Unity.Netcode.RuntimeTests
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byte c1Data = m_Client1Events[1].Data.First();
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byte c2Data = m_Client2Events[1].Data.First();
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Assert.That((c1Data == 11 && c2Data == 22) || (c1Data == 22 && c2Data == 11));
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yield return null;
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}
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// Check receiving data from multiple clients.
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@@ -299,8 +295,6 @@ namespace Unity.Netcode.RuntimeTests
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byte sData1 = m_ServerEvents[2].Data.First();
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byte sData2 = m_ServerEvents[3].Data.First();
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Assert.That((sData1 == 11 && sData2 == 22) || (sData1 == 22 && sData2 == 11));
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yield return null;
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}
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// Check that we get disconnected when overflowing the reliable send queue.
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@@ -332,8 +326,6 @@ namespace Unity.Netcode.RuntimeTests
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Assert.AreEqual(2, m_Client1Events.Count);
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Assert.AreEqual(NetworkEvent.Disconnect, m_Client1Events[1].Type);
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yield return null;
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}
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// Check that it's fine to overflow the unreliable send queue (traffic is flushed on overflow).
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@@ -373,8 +365,6 @@ namespace Unity.Netcode.RuntimeTests
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Assert.AreEqual(NetworkEvent.Data, m_ServerEvents[i].Type);
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Assert.AreEqual(1024, m_ServerEvents[i].Data.Count);
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}
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yield return null;
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}
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#if !UTP_TRANSPORT_2_0_ABOVE
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@@ -451,8 +441,6 @@ namespace Unity.Netcode.RuntimeTests
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m_Client1.Shutdown();
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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yield return null;
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}
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[UnityTest]
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@@ -472,8 +460,6 @@ namespace Unity.Netcode.RuntimeTests
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m_Client1.DisconnectLocalClient();
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_ServerEvents);
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yield return null;
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}
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[UnityTest]
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@@ -493,8 +479,6 @@ namespace Unity.Netcode.RuntimeTests
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m_Server.DisconnectRemoteClient(m_ServerEvents[0].ClientID);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
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yield return null;
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}
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[UnityTest]
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@@ -514,8 +498,47 @@ namespace Unity.Netcode.RuntimeTests
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m_Server.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
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yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
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}
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yield return null;
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public enum AfterShutdownAction
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{
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Send,
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DisconnectRemoteClient,
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DisconnectLocalClient,
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}
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[UnityTest]
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public IEnumerator DoesNotActAfterShutdown([Values] AfterShutdownAction afterShutdownAction)
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{
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InitializeTransport(out m_Server, out m_ServerEvents);
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InitializeTransport(out m_Client1, out m_Client1Events);
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m_Server.StartServer();
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m_Client1.StartClient();
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yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
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m_Server.Shutdown();
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if (afterShutdownAction == AfterShutdownAction.Send)
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{
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var data = new ArraySegment<byte>(new byte[16]);
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m_Server.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
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yield return EnsureNoNetworkEvent(m_Client1Events);
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}
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else if (afterShutdownAction == AfterShutdownAction.DisconnectRemoteClient)
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{
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m_Server.DisconnectRemoteClient(m_Client1.ServerClientId);
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LogAssert.Expect(LogType.Assert, "DisconnectRemoteClient should be called on a listening server");
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}
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else if (afterShutdownAction == AfterShutdownAction.DisconnectLocalClient)
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{
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m_Server.DisconnectLocalClient();
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yield return EnsureNoNetworkEvent(m_Client1Events);
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}
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}
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}
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}
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