com.unity.netcode.gameobjects@1.4.0

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).

## [1.4.0] - 2023-04-10

### Added

- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)

### Changed

- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)

### Fixed

- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
This commit is contained in:
Unity Technologies
2023-04-10 00:00:00 +00:00
parent 8060718e04
commit b5abc3ff7c
138 changed files with 7892 additions and 1852 deletions

View File

@@ -15,6 +15,16 @@ namespace Unity.Netcode.TestHelpers.Runtime
/// </summary>
internal class IntegrationTestSceneHandler : ISceneManagerHandler, IDisposable
{
private Scene m_InvalidScene = new Scene();
internal struct SceneEntry
{
public bool IsAssigned;
public Scene Scene;
}
internal static Dictionary<NetworkManager, Dictionary<string, Dictionary<int, SceneEntry>>> SceneNameToSceneHandles = new Dictionary<NetworkManager, Dictionary<string, Dictionary<int, SceneEntry>>>();
// All IntegrationTestSceneHandler instances register their associated NetworkManager
internal static List<NetworkManager> NetworkManagers = new List<NetworkManager>();
@@ -96,7 +106,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
/// Processes scene loading jobs
/// </summary>
/// <param name="queuedSceneJob">job to process</param>
static internal IEnumerator ProcessLoadingSceneJob(QueuedSceneJob queuedSceneJob)
internal static IEnumerator ProcessLoadingSceneJob(QueuedSceneJob queuedSceneJob)
{
var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
while (!itegrationTestSceneHandler.OnCanClientsLoad())
@@ -170,7 +180,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
/// Processes scene unloading jobs
/// </summary>
/// <param name="queuedSceneJob">job to process</param>
static internal IEnumerator ProcessUnloadingSceneJob(QueuedSceneJob queuedSceneJob)
internal static IEnumerator ProcessUnloadingSceneJob(QueuedSceneJob queuedSceneJob)
{
var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
while (!itegrationTestSceneHandler.OnCanClientsUnload())
@@ -213,7 +223,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
/// Processes all jobs within the queue.
/// When all jobs are finished, the coroutine stops.
/// </summary>
static internal IEnumerator JobQueueProcessor()
internal static IEnumerator JobQueueProcessor()
{
while (QueuedSceneJobs.Count != 0)
{
@@ -267,8 +277,8 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
if (m_ServerSceneBeingLoaded == scene.name)
{
ProcessInSceneObjects(scene, NetworkManager);
SceneManager.sceneLoaded -= Sever_SceneLoaded;
ProcessInSceneObjects(scene, NetworkManager);
}
}
@@ -330,6 +340,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
continue;
}
if (networkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
{
if (NetworkManager.LogLevel == LogLevel.Developer)
@@ -347,7 +358,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
NetworkLog.LogInfo($"{NetworkManager.name} adding {sceneLoaded.name} with a handle of {sceneLoaded.handle} to its ScenesLoaded.");
}
if (DoesANetworkManagerHoldThisScene(sceneLoaded))
{
continue;
}
NetworkManager.SceneManager.ScenesLoaded.Add(sceneLoaded.handle, sceneLoaded);
StartTrackingScene(sceneLoaded, true, NetworkManager);
return sceneLoaded;
}
}
@@ -365,6 +381,521 @@ namespace Unity.Netcode.TestHelpers.Runtime
return true;
}
public void ClearSceneTracking(NetworkManager networkManager)
{
SceneNameToSceneHandles.Clear();
}
public void StopTrackingScene(int handle, string name, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
return;
}
if (SceneNameToSceneHandles[networkManager].ContainsKey(name))
{
if (SceneNameToSceneHandles[networkManager][name].ContainsKey(handle))
{
SceneNameToSceneHandles[networkManager][name].Remove(handle);
if (SceneNameToSceneHandles[networkManager][name].Count == 0)
{
SceneNameToSceneHandles[networkManager].Remove(name);
}
}
}
}
public void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
SceneNameToSceneHandles.Add(networkManager, new Dictionary<string, Dictionary<int, SceneEntry>>());
}
if (!SceneNameToSceneHandles[networkManager].ContainsKey(scene.name))
{
SceneNameToSceneHandles[networkManager].Add(scene.name, new Dictionary<int, SceneEntry>());
}
if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
{
var sceneEntry = new SceneEntry()
{
IsAssigned = true,
Scene = scene
};
SceneNameToSceneHandles[networkManager][scene.name].Add(scene.handle, sceneEntry);
}
}
private bool DoesANetworkManagerHoldThisScene(Scene scene)
{
foreach (var netManEntry in SceneNameToSceneHandles)
{
if (!netManEntry.Value.ContainsKey(scene.name))
{
continue;
}
// The other NetworkManager only has to have an entry to
// disqualify this scene instance
if (netManEntry.Value[scene.name].ContainsKey(scene.handle))
{
return true;
}
}
return false;
}
public bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager)
{
var scenesWithSceneName = new List<Scene>();
var scenesAssigned = new List<Scene>();
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (scene.name == sceneName)
{
scenesWithSceneName.Add(scene);
}
}
// Check for other NetworkManager instances already having been assigned this scene
foreach (var netManEntry in SceneNameToSceneHandles)
{
// Ignore this NetworkManager instance at this stage
if (netManEntry.Key == networkManager)
{
continue;
}
foreach (var scene in scenesWithSceneName)
{
if (!netManEntry.Value.ContainsKey(scene.name))
{
continue;
}
// The other NetworkManager only has to have an entry to
// disqualify this scene instance
if (netManEntry.Value[scene.name].ContainsKey(scene.handle))
{
scenesAssigned.Add(scene);
}
}
}
// Remove all of the assigned scenes from the list of scenes with the
// passed in scene name.
foreach (var assignedScene in scenesAssigned)
{
if (scenesWithSceneName.Contains(assignedScene))
{
scenesWithSceneName.Remove(assignedScene);
}
}
// If all currently loaded scenes with the scene name are taken
// then we return false
if (scenesWithSceneName.Count == 0)
{
return false;
}
// If we made it here, then no other NetworkManager is tracking this scene
// and if we don't have an entry for this NetworkManager then we can use any
// of the remaining scenes loaded with that name.
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
return true;
}
// If we don't yet have a scene name in this NetworkManager's lookup table,
// then we can use any of the remaining availabel scenes with that scene name
if (!SceneNameToSceneHandles[networkManager].ContainsKey(sceneName))
{
return true;
}
foreach (var scene in scenesWithSceneName)
{
// If we don't have an entry for this scene handle (with the scene name) then we
// can use that scene
if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
{
return true;
}
// This entry is not assigned, then we can use the associated scene
if (!SceneNameToSceneHandles[networkManager][scene.name][scene.handle].IsAssigned)
{
return true;
}
}
// None of the scenes with the same scene name can be used
return false;
}
public Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
return m_InvalidScene;
}
if (SceneNameToSceneHandles[networkManager].ContainsKey(sceneName))
{
foreach (var sceneHandleEntry in SceneNameToSceneHandles[networkManager][sceneName])
{
if (!sceneHandleEntry.Value.IsAssigned)
{
var sceneEntry = sceneHandleEntry.Value;
sceneEntry.IsAssigned = true;
SceneNameToSceneHandles[networkManager][sceneName][sceneHandleEntry.Key] = sceneEntry;
return sceneEntry.Scene;
}
}
}
// This is tricky since NetworkManager instances share the same scene hierarchy during integration tests.
// TODO 2023: Determine if there is a better way to associate the active scene for client NetworkManager instances.
var activeScene = SceneManager.GetActiveScene();
if (sceneName == activeScene.name && networkManager.SceneManager.ClientSynchronizationMode == LoadSceneMode.Additive)
{
// For now, just return the current active scene
// Note: Clients will not be able to synchronize in-scene placed NetworkObjects in an integration test for
// scenes loaded that have in-scene placed NetworkObjects prior to the clients joining (i.e. there will only
// ever be one instance of the active scene). To test in-scene placed NetworkObjects and make an integration
// test loaded scene be the active scene, don't set scene as an active scene on the server side until all
// clients have connected and loaded the scene.
return activeScene;
}
// If we found nothing return an invalid scene
return m_InvalidScene;
}
public void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
SceneNameToSceneHandles.Add(networkManager, new Dictionary<string, Dictionary<int, SceneEntry>>());
}
var sceneCount = SceneManager.sceneCount;
for (int i = 0; i < sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
// Ignore scenes that belong to other NetworkManager instances
if (DoesANetworkManagerHoldThisScene(scene))
{
continue;
}
if (!DoesSceneHaveUnassignedEntry(scene.name, networkManager))
{
continue;
}
if (!SceneNameToSceneHandles[networkManager].ContainsKey(scene.name))
{
SceneNameToSceneHandles[networkManager].Add(scene.name, new Dictionary<int, SceneEntry>());
}
if (!SceneNameToSceneHandles[networkManager][scene.name].ContainsKey(scene.handle))
{
var sceneEntry = new SceneEntry()
{
IsAssigned = false,
Scene = scene
};
SceneNameToSceneHandles[networkManager][scene.name].Add(scene.handle, sceneEntry);
if (!scenesLoaded.ContainsKey(scene.handle))
{
scenesLoaded.Add(scene.handle, scene);
}
}
else
{
throw new Exception($"[{networkManager.LocalClient.PlayerObject.name}][Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
}
}
}
private Dictionary<Scene, NetworkManager> m_ScenesToUnload = new Dictionary<Scene, NetworkManager>();
/// <summary>
/// Handles unloading any scenes that might remain on a client that
/// need to be unloaded.
/// </summary>
/// <param name="networkManager"></param>
public void UnloadUnassignedScenes(NetworkManager networkManager = null)
{
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
return;
}
var relativeSceneNameToSceneHandles = SceneNameToSceneHandles[networkManager];
var sceneManager = networkManager.SceneManager;
SceneManager.sceneUnloaded += SceneManager_SceneUnloaded;
foreach (var sceneEntry in relativeSceneNameToSceneHandles)
{
var scenHandleEntries = relativeSceneNameToSceneHandles[sceneEntry.Key];
foreach (var sceneHandleEntry in scenHandleEntries)
{
if (!sceneHandleEntry.Value.IsAssigned)
{
if (sceneManager.VerifySceneBeforeUnloading == null || sceneManager.VerifySceneBeforeUnloading.Invoke(sceneHandleEntry.Value.Scene))
{
m_ScenesToUnload.Add(sceneHandleEntry.Value.Scene, networkManager);
}
}
}
}
foreach (var sceneToUnload in m_ScenesToUnload)
{
SceneManager.UnloadSceneAsync(sceneToUnload.Key);
}
}
/// <summary>
/// Removes the scene entry from the scene name to scene handle table
/// </summary>
private void SceneManager_SceneUnloaded(Scene scene)
{
if (m_ScenesToUnload.ContainsKey(scene))
{
var networkManager = m_ScenesToUnload[scene];
var relativeSceneNameToSceneHandles = SceneNameToSceneHandles[networkManager];
if (relativeSceneNameToSceneHandles.ContainsKey(scene.name))
{
var scenHandleEntries = relativeSceneNameToSceneHandles[scene.name];
if (scenHandleEntries.ContainsKey(scene.handle))
{
scenHandleEntries.Remove(scene.handle);
if (scenHandleEntries.Count == 0)
{
relativeSceneNameToSceneHandles.Remove(scene.name);
}
m_ScenesToUnload.Remove(scene);
if (m_ScenesToUnload.Count == 0)
{
SceneManager.sceneUnloaded -= SceneManager_SceneUnloaded;
}
}
}
}
}
/// <summary>
/// Integration test version that handles migrating dynamically spawned NetworkObjects to
/// the DDOL when a scene is unloaded
/// </summary>
/// <param name="networkManager"><see cref="NetworkManager"/> relative instance</param>
/// <param name="scene">scene being unloaded</param>
public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene)
{
// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
// are despawned.
#if UNITY_2023_1_OR_NEWER
var networkObjects = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).Where((c) => c.IsSpawned);
#else
var networkObjects = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsSpawned);
#endif
foreach (var networkObject in networkObjects)
{
if (networkObject == null || (networkObject != null && networkObject.gameObject.scene.handle != scene.handle))
{
if (networkObject != null)
{
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Ignoring {networkObject.gameObject.name} because it isn't in scene {networkObject.gameObject.scene.name} ");
}
continue;
}
bool skipPrefab = false;
foreach (var networkPrefab in networkManager.NetworkConfig.Prefabs.Prefabs)
{
if (networkPrefab.Prefab == null)
{
continue;
}
if (networkObject == networkPrefab.Prefab.GetComponent<NetworkObject>())
{
skipPrefab = true;
break;
}
}
if (skipPrefab)
{
continue;
}
// Only NetworkObjects marked to not be destroyed with the scene and are not already in the DDOL are preserved
if (!networkObject.DestroyWithScene && networkObject.gameObject.scene != networkManager.SceneManager.DontDestroyOnLoadScene)
{
// Only move dynamically spawned NetworkObjects with no parent as the children will follow
if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
{
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Moving {networkObject.gameObject.name} because it is in scene {networkObject.gameObject.scene.name} with DWS = {networkObject.DestroyWithScene}.");
Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
else if (networkManager.IsServer)
{
if (networkObject.NetworkManager == networkManager)
{
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Destroying {networkObject.gameObject.name} because it is in scene {networkObject.gameObject.scene.name} with DWS = {networkObject.DestroyWithScene}.");
networkObject.Despawn();
}
else //For integration testing purposes, migrate remaining into DDOL
{
VerboseDebug($"[MoveObjects from {scene.name} | {scene.handle}] Temporarily migrating {networkObject.gameObject.name} into DDOL to await server destroy message.");
Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
}
}
/// <summary>
/// Sets the client synchronization mode which impacts whether both the server or client take into consideration scenes loaded before
/// starting the <see cref="NetworkManager"/>.
/// </summary>
/// <remarks>
/// <see cref="LoadSceneMode.Single"/>: Does not take preloaded scenes into consideration
/// <see cref="LoadSceneMode.Single"/>: Does take preloaded scenes into consideration
/// </remarks>
/// <param name="networkManager">relative <see cref="NetworkManager"/> instance</param>
/// <param name="mode"><see cref="LoadSceneMode.Single"/> or <see cref="LoadSceneMode.Additive"/></param>
public void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode)
{
var sceneManager = networkManager.SceneManager;
// Don't let client's set this value
if (!networkManager.IsServer)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Clients should not set this value as it is automatically synchronized with the server's setting!");
}
return;
}
else if (networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Server is changing client synchronization mode after clients have been synchronized! It is recommended to do this before clients are connected!");
}
}
// For additive client synchronization, we take into consideration scenes
// already loaded.
if (mode == LoadSceneMode.Additive)
{
if (networkManager.IsServer)
{
sceneManager.OnSceneEvent -= SceneManager_OnSceneEvent;
sceneManager.OnSceneEvent += SceneManager_OnSceneEvent;
}
if (!SceneNameToSceneHandles.ContainsKey(networkManager))
{
SceneNameToSceneHandles.Add(networkManager, new Dictionary<string, Dictionary<int, SceneEntry>>());
}
var networkManagerScenes = SceneNameToSceneHandles[networkManager];
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
// Ignore scenes that belong to other NetworkManager instances
if (!DoesSceneHaveUnassignedEntry(scene.name, networkManager))
{
continue;
}
// If using scene verification
if (sceneManager.VerifySceneBeforeLoading != null)
{
// Determine if we should take this scene into consideration
if (!sceneManager.VerifySceneBeforeLoading.Invoke(scene.buildIndex, scene.name, LoadSceneMode.Additive))
{
continue;
}
}
// If the scene is not already in the ScenesLoaded list, then add it
if (!sceneManager.ScenesLoaded.ContainsKey(scene.handle))
{
StartTrackingScene(scene, true, networkManager);
sceneManager.ScenesLoaded.Add(scene.handle, scene);
}
}
}
// Set the client synchronization mode
sceneManager.ClientSynchronizationMode = mode;
}
/// <summary>
/// During integration testing, if the server loads a scene then
/// we want to start tracking it.
/// </summary>
/// <param name="sceneEvent"></param>
private void SceneManager_OnSceneEvent(SceneEvent sceneEvent)
{
// Filter for server only scene events
if (!NetworkManager.IsServer || sceneEvent.ClientId != NetworkManager.ServerClientId)
{
return;
}
switch (sceneEvent.SceneEventType)
{
case SceneEventType.LoadComplete:
{
StartTrackingScene(sceneEvent.Scene, true, NetworkManager);
break;
}
}
}
/// <summary>
/// Handles determining if a client should attempt to load a scene during synchronization.
/// </summary>
/// <param name="sceneName">name of the scene to be loaded</param>
/// <param name="isPrimaryScene">when in client synchronization mode single, this determines if the scene is the primary active scene</param>
/// <param name="clientSynchronizationMode">the current client synchronization mode</param>
/// <param name="networkManager"><see cref="NetworkManager"/>relative instance</param>
/// <returns></returns>
public bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager)
{
var shouldPassThrough = clientSynchronizationMode == LoadSceneMode.Single ? false : DoesSceneHaveUnassignedEntry(sceneName, networkManager);
var activeScene = SceneManager.GetActiveScene();
// If shouldPassThrough is not yet true and the scene to be loaded is the currently active scene
if (!shouldPassThrough && sceneName == activeScene.name)
{
// In additive client synchronization mode we always pass through.
// Unlike the default behavior(i.e. DefaultSceneManagerHandler), for integration testing we always return false
// if it is the active scene and the client synchronization mode is LoadSceneMode.Single because the client should
// load the active scene additively for this NetworkManager instance (i.e. can't have multiple active scenes).
if (clientSynchronizationMode == LoadSceneMode.Additive)
{
// don't try to reload this scene and pass through to post load processing.
shouldPassThrough = true;
}
}
return shouldPassThrough;
}
/// <summary>
/// Constructor now must take NetworkManager
/// </summary>
@@ -410,7 +941,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
}
}
QueuedSceneJobs.Clear();
Object.Destroy(CoroutineRunner.gameObject);
if (CoroutineRunner != null && CoroutineRunner.gameObject != null)
{
Object.Destroy(CoroutineRunner.gameObject);
}
}
}
}