com.unity.netcode.gameobjects@1.7.0
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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
This commit is contained in:
@@ -12,9 +12,23 @@ namespace Unity.Netcode.RuntimeTests
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{
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public class RpcTests : NetcodeIntegrationTest
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{
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public class RpcTestNB : NetworkBehaviour
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public class GenericRpcTestNB<T> : NetworkBehaviour where T : unmanaged
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{
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public event Action<T, ServerRpcParams> OnServer_Rpc;
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[ServerRpc]
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public void MyServerRpc(T clientId, ServerRpcParams param = default)
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{
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OnServer_Rpc(clientId, param);
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}
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}
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public class RpcTestNBFloat : GenericRpcTestNB<float>
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{
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}
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public class RpcTestNB : GenericRpcTestNB<ulong>
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{
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public event Action<ulong, ServerRpcParams> OnServer_Rpc;
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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public event Action<NativeList<ulong>, ServerRpcParams> OnNativeListServer_Rpc;
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#endif
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@@ -26,12 +40,6 @@ namespace Unity.Netcode.RuntimeTests
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public event Action OnClient_Rpc;
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[ServerRpc]
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public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
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{
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OnServer_Rpc(clientId, param);
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}
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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[ServerRpc]
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public void MyNativeListServerRpc(NativeList<ulong> clientId, ServerRpcParams param = default)
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@@ -67,6 +75,7 @@ namespace Unity.Netcode.RuntimeTests
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<RpcTestNB>();
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m_PlayerPrefab.AddComponent<RpcTestNBFloat>();
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}
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[UnityTest]
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@@ -74,12 +83,15 @@ namespace Unity.Netcode.RuntimeTests
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER* RpcTestNB component
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var serverClientRpcTestNB = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
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var serverClientRpcTestNBFloat = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNBFloat>();
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER* RpcTestNB component
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var localClienRpcTestNB = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
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var localClienRpcTestNBFloat = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNBFloat>();
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// Setup state
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bool hasReceivedServerRpc = false;
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bool hasReceivedFloatServerRpc = false;
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bool hasReceivedTypedServerRpc = false;
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bool hasReceivedClientRpcRemotely = false;
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bool hasReceivedClientRpcLocally = false;
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@@ -106,6 +118,12 @@ namespace Unity.Netcode.RuntimeTests
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Assert.Fail("ServerRpc invoked locally. Weaver failure?");
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};
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localClienRpcTestNBFloat.OnServer_Rpc += (clientId, param) =>
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{
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// The RPC invoked locally. (Weaver failure?)
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Assert.Fail("ServerRpc (float) invoked locally. Weaver failure?");
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};
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serverClientRpcTestNB.OnServer_Rpc += (clientId, param) =>
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{
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Debug.Log("ServerRpc received on server object");
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@@ -113,6 +131,13 @@ namespace Unity.Netcode.RuntimeTests
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hasReceivedServerRpc = true;
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};
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serverClientRpcTestNBFloat.OnServer_Rpc += (clientId, param) =>
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{
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Debug.Log("ServerRpc (float) received on server object");
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Assert.True(param.Receive.SenderClientId == clientId);
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hasReceivedFloatServerRpc = true;
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};
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serverClientRpcTestNB.OnClient_Rpc += () =>
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{
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// The RPC invoked locally. (Weaver failure?)
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@@ -145,6 +170,7 @@ namespace Unity.Netcode.RuntimeTests
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// Send ServerRpc
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localClienRpcTestNB.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
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localClienRpcTestNBFloat.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
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// Send TypedServerRpc
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localClienRpcTestNB.MyTypedServerRpc(vector3, vector3s,
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@@ -181,6 +207,7 @@ namespace Unity.Netcode.RuntimeTests
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yield return WaitForConditionOrTimeOut(() => hasReceivedServerRpc && hasReceivedClientRpcLocally && hasReceivedClientRpcRemotely && hasReceivedTypedServerRpc);
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Assert.True(hasReceivedServerRpc, "ServerRpc was not received");
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Assert.True(hasReceivedFloatServerRpc, "ServerRpc was not received");
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Assert.True(hasReceivedTypedServerRpc, "TypedServerRpc was not received");
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Assert.True(hasReceivedClientRpcLocally, "ClientRpc was not locally received on the server");
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Assert.True(hasReceivedClientRpcRemotely, "ClientRpc was not remotely received on the client");
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