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