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).

## [1.11.0] - 2024-08-20

### Added

- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005)

### Fixed

- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3011)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3005)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3005)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#2999)
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992)

### Changed

- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
This commit is contained in:
Unity Technologies
2024-08-20 00:00:00 +00:00
parent 896943c8bf
commit c2664dfb7f
13 changed files with 3181 additions and 96 deletions

View File

@@ -1,4 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode.TestHelpers.Runtime;
@@ -130,72 +129,44 @@ namespace Unity.Netcode.RuntimeTests
for (var clientWriting = 0; clientWriting < 3; clientWriting++)
{
// ==== Server-writable NetworkVariable ====
var gotException = false;
Debug.Log($"Writing to server-write variable on object {objectIndex} on client {clientWriting}");
VerboseDebug($"Writing to server-write variable on object {objectIndex} on client {clientWriting}");
try
nextValueToWrite++;
if (clientWriting != serverIndex)
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.Value = nextValueToWrite;
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.GetWritePermissionError());
}
catch (Exception)
{
gotException = true;
}
// Verify server-owned netvar can only be written by server
Debug.Assert(gotException == (clientWriting != serverIndex));
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableServer.Value = nextValueToWrite;
// ==== Owner-writable NetworkVariable ====
gotException = false;
Debug.Log($"Writing to owner-write variable on object {objectIndex} on client {clientWriting}");
VerboseDebug($"Writing to owner-write variable on object {objectIndex} on client {clientWriting}");
try
nextValueToWrite++;
if (clientWriting != objectIndex)
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.Value = nextValueToWrite;
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.GetWritePermissionError());
}
catch (Exception)
{
gotException = true;
}
// Verify client-owned netvar can only be written by owner
Debug.Assert(gotException == (clientWriting != objectIndex));
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkVariableOwner.Value = nextValueToWrite;
// ==== Server-writable NetworkList ====
gotException = false;
Debug.Log($"Writing to server-write list on object {objectIndex} on client {clientWriting}");
VerboseDebug($"Writing to [Add] server-write NetworkList on object {objectIndex} on client {clientWriting}");
try
nextValueToWrite++;
if (clientWriting != serverIndex)
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.Add(nextValueToWrite);
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.GetWritePermissionError());
}
catch (Exception)
{
gotException = true;
}
// Verify server-owned networkList can only be written by server
Debug.Assert(gotException == (clientWriting != serverIndex));
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListServer.Add(nextValueToWrite);
// ==== Owner-writable NetworkList ====
gotException = false;
Debug.Log($"Writing to owner-write list on object {objectIndex} on client {clientWriting}");
VerboseDebug($"Writing to [Add] owner-write NetworkList on object {objectIndex} on client {clientWriting}");
try
nextValueToWrite++;
if (clientWriting != objectIndex)
{
nextValueToWrite++;
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.Add(nextValueToWrite);
LogAssert.Expect(LogType.Error, OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.GetWritePermissionError());
}
catch (Exception)
{
gotException = true;
}
// Verify client-owned networkList can only be written by owner
Debug.Assert(gotException == (clientWriting != objectIndex));
OwnerPermissionObject.Objects[objectIndex, clientWriting].MyNetworkListOwner.Add(nextValueToWrite);
yield return WaitForTicks(m_ServerNetworkManager, 5);
yield return WaitForTicks(m_ClientNetworkManagers[0], 5);