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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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:
@@ -186,7 +186,16 @@ namespace Unity.Netcode.TestHelpers.Runtime
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networkManager.NetworkConfig.NetworkTransport = unityTransport;
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}
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public static NetworkManager CreateServer()
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private static void AddMockTransport(NetworkManager networkManager)
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{
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// Create transport
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var mockTransport = networkManager.gameObject.AddComponent<MockTransport>();
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// Set the NetworkConfig
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networkManager.NetworkConfig ??= new NetworkConfig();
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networkManager.NetworkConfig.NetworkTransport = mockTransport;
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}
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public static NetworkManager CreateServer(bool mockTransport = false)
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Server");
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@@ -194,7 +203,14 @@ namespace Unity.Netcode.TestHelpers.Runtime
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// Create networkManager component
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var server = go.AddComponent<NetworkManager>();
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NetworkManagerInstances.Insert(0, server);
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AddUnityTransport(server);
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if (mockTransport)
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{
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AddMockTransport(server);
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}
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else
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{
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AddUnityTransport(server);
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}
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return server;
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}
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@@ -206,20 +222,20 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// <param name="clients">The clients NetworkManagers</param>
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/// <param name="targetFrameRate">The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.</param>
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/// <param name="serverFirst">This determines if the server or clients will be instantiated first (defaults to server first)</param>
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public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, bool serverFirst = true)
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public static bool Create(int clientCount, out NetworkManager server, out NetworkManager[] clients, int targetFrameRate = 60, bool serverFirst = true, bool useMockTransport = false)
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{
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s_NetworkManagerInstances = new List<NetworkManager>();
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server = null;
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if (serverFirst)
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{
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server = CreateServer();
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server = CreateServer(useMockTransport);
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}
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CreateNewClients(clientCount, out clients);
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CreateNewClients(clientCount, out clients, useMockTransport);
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if (!serverFirst)
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{
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server = CreateServer();
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server = CreateServer(useMockTransport);
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}
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s_OriginalTargetFrameRate = Application.targetFrameRate;
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@@ -228,13 +244,20 @@ namespace Unity.Netcode.TestHelpers.Runtime
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return true;
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}
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internal static NetworkManager CreateNewClient(int identifier)
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internal static NetworkManager CreateNewClient(int identifier, bool mockTransport = false)
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{
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// Create gameObject
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var go = new GameObject("NetworkManager - Client - " + identifier);
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// Create networkManager component
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var networkManager = go.AddComponent<NetworkManager>();
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AddUnityTransport(networkManager);
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if (mockTransport)
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{
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AddMockTransport(networkManager);
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}
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else
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{
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AddUnityTransport(networkManager);
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}
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return networkManager;
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}
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@@ -244,13 +267,13 @@ namespace Unity.Netcode.TestHelpers.Runtime
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/// </summary>
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/// <param name="clientCount">The amount of clients</param>
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/// <param name="clients"></param>
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public static bool CreateNewClients(int clientCount, out NetworkManager[] clients)
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public static bool CreateNewClients(int clientCount, out NetworkManager[] clients, bool useMockTransport = false)
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{
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clients = new NetworkManager[clientCount];
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for (int i = 0; i < clientCount; i++)
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{
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// Create networkManager component
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clients[i] = CreateNewClient(i);
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clients[i] = CreateNewClient(i, useMockTransport);
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}
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NetworkManagerInstances.AddRange(clients);
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@@ -314,7 +337,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
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{
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if (networkManager.gameObject != null)
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{
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Object.Destroy(networkManager.gameObject);
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Object.DestroyImmediate(networkManager.gameObject);
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}
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}
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@@ -339,6 +362,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
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return true;
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}
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private static bool VerifySceneIsValidForClientsToUnload(Scene scene)
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{
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// Unless specifically set, we always return false
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return false;
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}
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/// <summary>
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/// This registers scene validation callback for the server to prevent it from telling connecting
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/// clients to synchronize (i.e. load) the test runner scene. This will also register the test runner
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@@ -351,10 +380,21 @@ namespace Unity.Netcode.TestHelpers.Runtime
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if (networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeLoading == null)
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{
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networkManager.SceneManager.VerifySceneBeforeLoading = VerifySceneIsValidForClientsToLoad;
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// If a unit/integration test does not handle this on their own, then Ignore the validation warning
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networkManager.SceneManager.DisableValidationWarnings(true);
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}
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// For testing purposes, all clients always set the VerifySceneBeforeUnloading callback and enabled
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// PostSynchronizationSceneUnloading. Where tests that expect clients to unload scenes should override
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// the callback and return true for the scenes the client(s) is/are allowed to unload.
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if (!networkManager.IsServer && networkManager.SceneManager.VerifySceneBeforeUnloading == null)
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{
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networkManager.SceneManager.VerifySceneBeforeUnloading = VerifySceneIsValidForClientsToUnload;
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networkManager.SceneManager.PostSynchronizationSceneUnloading = true;
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}
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// Register the test runner scene so it will be able to synchronize NetworkObjects without logging a
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// warning about using the currently active scene
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var scene = SceneManager.GetActiveScene();
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@@ -494,8 +534,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
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Assert.IsNotNull(server, prefabCreateAssertError);
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Assert.IsFalse(server.IsListening, prefabCreateAssertError);
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var gameObject = new GameObject();
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gameObject.name = baseName;
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var gameObject = new GameObject
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{
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name = baseName
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};
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var networkObject = gameObject.AddComponent<NetworkObject>();
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networkObject.NetworkManagerOwner = server;
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MakeNetworkObjectTestPrefab(networkObject);
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@@ -715,6 +757,40 @@ namespace Unity.Netcode.TestHelpers.Runtime
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}
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}
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/// <summary>
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/// Gets a NetworkObject instance as it's represented by a certain peer.
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/// </summary>
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/// <param name="predicate">The predicate used to filter for your target NetworkObject</param>
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/// <param name="representation">The representation to get the object from</param>
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/// <param name="result">The result</param>
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/// <param name="failIfNull">Whether or not to fail if no object is found and result is null</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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public static void GetNetworkObjectByRepresentationWithTimeTravel(Func<NetworkObject, bool> predicate, NetworkManager representation, ResultWrapper<NetworkObject> result, bool failIfNull = true, int maxTries = 60)
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{
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if (result == null)
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{
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throw new ArgumentNullException("Result cannot be null");
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}
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if (predicate == null)
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{
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throw new ArgumentNullException("Predicate cannot be null");
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}
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var tries = 0;
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while (++tries < maxTries && !representation.SpawnManager.SpawnedObjects.Any(x => predicate(x.Value)))
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{
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NetcodeIntegrationTest.SimulateOneFrame();
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}
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result.Result = representation.SpawnManager.SpawnedObjects.FirstOrDefault(x => predicate(x.Value)).Value;
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if (failIfNull && result.Result == null)
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{
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Assert.Fail("NetworkObject could not be found");
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}
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}
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/// <summary>
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/// Waits for a predicate condition to be met
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/// </summary>
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