com.unity.netcode.gameobjects@2.0.0-pre.3

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-pre.3] - 2024-07-23

### Added
- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)

### Fixed

- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)
- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)
- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)
- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined.(#2962)
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved.  (#2962)
- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception.  (#2962)

### Changed

- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
This commit is contained in:
Unity Technologies
2024-07-23 00:00:00 +00:00
parent c813386c5c
commit a813ba0dd6
42 changed files with 910 additions and 308 deletions

View File

@@ -38,6 +38,7 @@ namespace Unity.Netcode.RuntimeTests
internal class TestNetworkComponent : NetworkBehaviour
{
public NetworkList<int> MyNetworkList = new NetworkList<int>(new List<int> { 1, 2, 3 });
public NetworkVariable<int> MyNetworkVar = new NetworkVariable<int>(3);
[Rpc(SendTo.NotAuthority)]
public void TestNotAuthorityRpc(byte[] _)
@@ -87,7 +88,7 @@ namespace Unity.Netcode.RuntimeTests
Client.LogLevel = LogLevel.Developer;
// Validate we are in distributed authority mode with client side spawning and using CMB Service
Assert.True(Client.DistributedAuthorityMode, "Distributed authority is not set!");
Assert.True(Client.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority, "Distributed authority topology is not set!");
Assert.True(Client.AutoSpawnPlayerPrefabClientSide, "Client side spawning is not set!");
Assert.True(Client.CMBServiceConnection, "CMBServiceConnection is not set!");
@@ -101,6 +102,9 @@ namespace Unity.Netcode.RuntimeTests
protected override IEnumerator OnStartedServerAndClients()
{
// Validate the NetworkManager are in distributed authority mode
Assert.True(Client.DistributedAuthorityMode, "Distributed authority is not set!");
// Register hooks after starting clients and server (in this case just the one client)
// We do this at this point in time because the MessageManager exists (happens within the same call stack when starting NetworkManagers)
m_ClientCodecHook = new CodecTestHooks();
@@ -218,6 +222,47 @@ namespace Unity.Netcode.RuntimeTests
yield return SendMessage(ref message);
}
[UnityTest]
public IEnumerator NetworkVariableDelta_WithValueUpdate()
{
var networkObj = CreateNetworkObjectPrefab("TestObject");
networkObj.AddComponent<TestNetworkComponent>();
var instance = SpawnObject(networkObj, Client);
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
var component = instance.GetComponent<TestNetworkComponent>();
var newValue = 5;
component.MyNetworkVar.Value = newValue;
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
Assert.AreEqual(newValue, component.MyNetworkVar.Value);
}
[UnityTest]
public IEnumerator NetworkListDelta_WithValueUpdate()
{
var networkObj = CreateNetworkObjectPrefab("TestObject");
networkObj.AddComponent<TestNetworkComponent>();
var instance = SpawnObject(networkObj, Client);
yield return m_ClientCodecHook.WaitForMessageReceived<CreateObjectMessage>();
var component = instance.GetComponent<TestNetworkComponent>();
component.MyNetworkList.Add(5);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Add(6);
component.MyNetworkList.Add(7);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Insert(1, 8);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Insert(8, 11);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Remove(6);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.RemoveAt(2);
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
component.MyNetworkList.Clear();
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
}
[UnityTest]
public IEnumerator NotAuthorityRpc()
{

View File

@@ -1053,7 +1053,8 @@ namespace Unity.Netcode.RuntimeTests
}
[Test]
public void TestUnsupportedManagedTypesWithUserSerializationDoNotThrowExceptions()
// Exceptions should be thrown in DA mode with UserNetworkVariableSerialization
public void TestUnsupportedManagedTypesWithUserSerializationDoNotThrowExceptionsInClientServerMode()
{
var variable = new NetworkVariable<string>();
UserNetworkVariableSerialization<string>.ReadValue = (FastBufferReader reader, out string value) =>
@@ -1079,6 +1080,10 @@ namespace Unity.Netcode.RuntimeTests
variable.ReadField(reader);
Assert.AreEqual("012345", variable.Value);
}
catch (Exception)
{
Assert.True(NetworkVariableSerialization<UserNetworkVariableSerialization<string>>.IsDistributedAuthority);
}
finally
{
UserNetworkVariableSerialization<string>.ReadValue = null;