2 Commits
1.0.0 ... 1.0.2

Author SHA1 Message Date
Unity Technologies
a6969670f5 com.unity.netcode.gameobjects@1.0.2
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).

## [1.0.2] - 2022-09-12

- Fixed issue where `NetworkTransform` was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
- Fixed issue where `NetworkTransform` was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
- Fixed issue where `NetworkTransform` was not continuing to interpolate for the remainder of the associated tick period. (#2170)
- Fixed issue during `NetworkTransform.OnNetworkSpawn` for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)
2022-09-12 00:00:00 +00:00
Unity Technologies
e15bd056c5 com.unity.netcode.gameobjects@1.0.1
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).

## [1.0.1] - 2022-08-23

### Changed

- Changed version to 1.0.1. (#2131)
- Updated dependency on `com.unity.transport` to 1.2.0. (#2129)
- When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
- Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects

### Fixed

- Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
- Fixed issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. (#2110)
- Fixed interpolation issue with `NetworkTransform.Teleport`. (#2110)
- Fixed issue where the authoritative side was interpolating its transform. (#2110)
- Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
- Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
- Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097)
- Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096)
- Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
- Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086)
- Fixed `NetworkAnimator` synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084)
- Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
- Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074)
- Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
- Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
- Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
2022-08-23 00:00:00 +00:00
60 changed files with 2679 additions and 1729 deletions

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@@ -1,3 +1,4 @@
# Changelog
All notable changes to this project will be documented in this file.
@@ -6,6 +7,42 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [1.0.2] - 2022-09-12
- Fixed issue where `NetworkTransform` was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
- Fixed issue where `NetworkTransform` was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
- Fixed issue where `NetworkTransform` was not continuing to interpolate for the remainder of the associated tick period. (#2170)
- Fixed issue during `NetworkTransform.OnNetworkSpawn` for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)
## [1.0.1] - 2022-08-23
### Changed
- Changed version to 1.0.1. (#2131)
- Updated dependency on `com.unity.transport` to 1.2.0. (#2129)
- When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
- Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
### Fixed
- Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
- Fixed issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. (#2110)
- Fixed interpolation issue with `NetworkTransform.Teleport`. (#2110)
- Fixed issue where the authoritative side was interpolating its transform. (#2110)
- Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
- Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
- Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097)
- Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096)
- Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
- Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086)
- Fixed `NetworkAnimator` synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084)
- Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
- Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074)
- Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
- Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
- Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
## [1.0.0] - 2022-06-27
### Changed

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@@ -248,6 +248,8 @@ namespace Unity.Netcode
return;
}
// Part the of reason for disabling extrapolation is how we add and use measurements over time.
// TODO: Add detailed description of this area in Jira ticket
if (sentTime > m_EndTimeConsumed || m_LifetimeConsumedCount == 0) // treat only if value is newer than the one being interpolated to right now
{
m_LastBufferedItemReceived = new BufferedItem(newMeasurement, sentTime);
@@ -292,7 +294,9 @@ namespace Unity.Netcode
/// <inheritdoc />
protected override float InterpolateUnclamped(float start, float end, float time)
{
return Mathf.LerpUnclamped(start, end, time);
// Disabling Extrapolation:
// TODO: Add Jira Ticket
return Mathf.Lerp(start, end, time);
}
/// <inheritdoc />
@@ -311,13 +315,17 @@ namespace Unity.Netcode
/// <inheritdoc />
protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
{
return Quaternion.SlerpUnclamped(start, end, time);
// Disabling Extrapolation:
// TODO: Add Jira Ticket
return Quaternion.Slerp(start, end, time);
}
/// <inheritdoc />
protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time)
{
return Quaternion.SlerpUnclamped(start, end, time);
// Disabling Extrapolation:
// TODO: Add Jira Ticket
return Quaternion.Slerp(start, end, time);
}
}
}

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@@ -163,6 +163,7 @@ namespace Unity.Netcode.Components
internal struct AnimationMessage : INetworkSerializable
{
// state hash per layer. if non-zero, then Play() this animation, skipping transitions
internal bool Transition;
internal int StateHash;
internal float NormalizedTime;
internal int Layer;
@@ -424,14 +425,10 @@ namespace Unity.Netcode.Components
stateHash = nextState.fullPathHash;
}
else
if (st.normalizedTime >= adjustedNormalizedMaxTime)
{
continue;
}
var animMsg = new AnimationMessage
{
Transition = m_Animator.IsInTransition(layer),
StateHash = stateHash,
NormalizedTime = normalizedTime,
Layer = layer,
@@ -447,6 +444,9 @@ namespace Unity.Netcode.Components
m_NetworkAnimatorStateChangeHandler.SynchronizeClient(playerId);
}
/// <summary>
/// Checks for changes in both Animator parameters and state.
/// </summary>
internal void CheckForAnimatorChanges()
{
if (!IsOwner && !IsServerAuthoritative() || IsServerAuthoritative() && !IsServer)
@@ -487,6 +487,7 @@ namespace Unity.Netcode.Components
var animMsg = new AnimationMessage
{
Transition = m_Animator.IsInTransition(layer),
StateHash = stateHash,
NormalizedTime = normalizedTime,
Layer = layer,
@@ -749,7 +750,13 @@ namespace Unity.Netcode.Components
/// </summary>
private unsafe void UpdateAnimationState(AnimationMessage animationState)
{
if (animationState.StateHash != 0)
if (animationState.StateHash == 0)
{
return;
}
var currentState = m_Animator.GetCurrentAnimatorStateInfo(animationState.Layer);
if (currentState.fullPathHash != animationState.StateHash || m_Animator.IsInTransition(animationState.Layer) != animationState.Transition)
{
m_Animator.Play(animationState.StateHash, animationState.Layer, animationState.NormalizedTime);
}
@@ -835,6 +842,10 @@ namespace Unity.Netcode.Components
[ClientRpc]
private unsafe void SendAnimStateClientRpc(AnimationMessage animSnapshot, ClientRpcParams clientRpcParams = default)
{
if (IsServer)
{
return;
}
var isServerAuthoritative = IsServerAuthoritative();
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
{
@@ -884,11 +895,7 @@ namespace Unity.Netcode.Components
[ClientRpc]
internal void SendAnimTriggerClientRpc(AnimationTriggerMessage animationTriggerMessage, ClientRpcParams clientRpcParams = default)
{
var isServerAuthoritative = IsServerAuthoritative();
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
{
m_Animator.SetBool(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
}
m_Animator.SetBool(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
}
/// <summary>
@@ -905,8 +912,13 @@ namespace Unity.Netcode.Components
/// <param name="setTrigger">sets (true) or resets (false) the trigger. The default is to set it (true).</param>
public void SetTrigger(int hash, bool setTrigger = true)
{
var isServerAuthoritative = IsServerAuthoritative();
if (IsOwner && !isServerAuthoritative || IsServer && isServerAuthoritative)
// MTT-3564:
// After fixing the issue with trigger controlled Transitions being synchronized twice,
// it exposed additional issues with this logic. Now, either the owner or the server can
// update triggers. Since server-side RPCs are immediately invoked, for a host a trigger
// will happen when SendAnimTriggerClientRpc is called. For a client owner, we call the
// SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode.
if (IsOwner || IsServer)
{
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
if (IsServer)
@@ -916,9 +928,11 @@ namespace Unity.Netcode.Components
else
{
SendAnimTriggerServerRpc(animTriggerMessage);
if (!IsServerAuthoritative())
{
m_Animator.SetTrigger(hash);
}
}
// trigger the animation locally on the server...
m_Animator.SetBool(hash, setTrigger);
}
}

File diff suppressed because it is too large Load Diff

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@@ -18,8 +18,7 @@ namespace Unity.Netcode.Editor.CodeGen
public override ILPPInterface GetInstance() => this;
public override bool WillProcess(ICompiledAssembly compiledAssembly) =>
compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName ||
compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName);
compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName;
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();

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@@ -331,7 +331,8 @@ namespace Unity.Netcode
// in Update and/or in FixedUpdate could still be checking NetworkBehaviour.NetworkObject directly (i.e. does it exist?)
// or NetworkBehaviour.IsSpawned (i.e. to early exit if not spawned) which, in turn, could generate several Warning messages
// per spawned NetworkObject. Checking for ShutdownInProgress prevents these unnecessary LogWarning messages.
if (m_NetworkObject == null && (NetworkManager.Singleton == null || !NetworkManager.Singleton.ShutdownInProgress))
// We must check IsSpawned, otherwise a warning will be logged under certain valid conditions (see OnDestroy)
if (IsSpawned && m_NetworkObject == null && (NetworkManager.Singleton == null || !NetworkManager.Singleton.ShutdownInProgress))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
@@ -582,9 +583,11 @@ namespace Unity.Netcode
{
NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty();
}
MarkVariablesDirty(false);
}
internal void VariableUpdate(ulong targetClientId)
internal void PreVariableUpdate()
{
if (!m_VarInit)
{
@@ -592,6 +595,10 @@ namespace Unity.Netcode
}
PreNetworkVariableWrite();
}
internal void VariableUpdate(ulong targetClientId)
{
NetworkVariableUpdate(targetClientId, NetworkBehaviourId);
}
@@ -663,11 +670,11 @@ namespace Unity.Netcode
return false;
}
internal void MarkVariablesDirty()
internal void MarkVariablesDirty(bool dirty)
{
for (int j = 0; j < NetworkVariableFields.Count; j++)
{
NetworkVariableFields[j].SetDirty(true);
NetworkVariableFields[j].SetDirty(dirty);
}
}
@@ -759,6 +766,14 @@ namespace Unity.Netcode
/// </summary>
public virtual void OnDestroy()
{
if (NetworkObject != null && NetworkObject.IsSpawned && IsSpawned)
{
// If the associated NetworkObject is still spawned then this
// NetworkBehaviour will be removed from the NetworkObject's
// ChildNetworkBehaviours list.
NetworkObject.OnNetworkBehaviourDestroyed(this);
}
// this seems odd to do here, but in fact especially in tests we can find ourselves
// here without having called InitializedVariables, which causes problems if any
// of those variables use native containers (e.g. NetworkList) as they won't be
@@ -770,6 +785,7 @@ namespace Unity.Netcode
InitializeVariables();
}
for (int i = 0; i < NetworkVariableFields.Count; i++)
{
NetworkVariableFields[i].Dispose();

View File

@@ -8,12 +8,17 @@ namespace Unity.Netcode
/// </summary>
public class NetworkBehaviourUpdater
{
private HashSet<NetworkObject> m_Touched = new HashSet<NetworkObject>();
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
#endif
internal void AddForUpdate(NetworkObject networkObject)
{
m_DirtyNetworkObjects.Add(networkObject);
}
internal void NetworkBehaviourUpdate(NetworkManager networkManager)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
@@ -23,57 +28,59 @@ namespace Unity.Netcode
{
if (networkManager.IsServer)
{
m_Touched.Clear();
for (int i = 0; i < networkManager.ConnectedClientsList.Count; i++)
foreach (var dirtyObj in m_DirtyNetworkObjects)
{
var client = networkManager.ConnectedClientsList[i];
var spawnedObjs = networkManager.SpawnManager.SpawnedObjectsList;
m_Touched.UnionWith(spawnedObjs);
foreach (var sobj in spawnedObjs)
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
{
if (sobj.IsNetworkVisibleTo(client.ClientId))
dirtyObj.ChildNetworkBehaviours[k].PreVariableUpdate();
}
for (int i = 0; i < networkManager.ConnectedClientsList.Count; i++)
{
var client = networkManager.ConnectedClientsList[i];
if (networkManager.IsHost && client.ClientId == networkManager.LocalClientId)
{
continue;
}
if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
{
// Sync just the variables for just the objects this client sees
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
{
sobj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId);
dirtyObj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId);
}
}
}
}
// Now, reset all the no-longer-dirty variables
foreach (var sobj in m_Touched)
{
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
{
sobj.ChildNetworkBehaviours[k].PostNetworkVariableWrite();
}
}
}
else
{
// when client updates the server, it tells it about all its objects
foreach (var sobj in networkManager.SpawnManager.SpawnedObjectsList)
foreach (var sobj in m_DirtyNetworkObjects)
{
if (sobj.IsOwner)
{
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
{
sobj.ChildNetworkBehaviours[k].PreVariableUpdate();
}
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
{
sobj.ChildNetworkBehaviours[k].VariableUpdate(NetworkManager.ServerClientId);
}
}
}
// Now, reset all the no-longer-dirty variables
foreach (var sobj in networkManager.SpawnManager.SpawnedObjectsList)
}
// Now, reset all the no-longer-dirty variables
foreach (var dirtyobj in m_DirtyNetworkObjects)
{
for (int k = 0; k < dirtyobj.ChildNetworkBehaviours.Count; k++)
{
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
{
sobj.ChildNetworkBehaviours[k].PostNetworkVariableWrite();
}
dirtyobj.ChildNetworkBehaviours[k].PostNetworkVariableWrite();
}
}
m_DirtyNetworkObjects.Clear();
}
finally
{

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@@ -54,7 +54,12 @@ namespace Unity.Netcode
return $"{nameof(NetworkPrefab)} \"{networkPrefab.Prefab.gameObject.name}\"";
}
internal NetworkBehaviourUpdater BehaviourUpdater { get; private set; }
internal NetworkBehaviourUpdater BehaviourUpdater { get; set; }
internal void MarkNetworkObjectDirty(NetworkObject networkObject)
{
BehaviourUpdater.AddForUpdate(networkObject);
}
internal MessagingSystem MessagingSystem { get; private set; }
@@ -1384,6 +1389,19 @@ namespace Unity.Netcode
}
IsConnectedClient = false;
// We need to clean up NetworkObjects before we reset the IsServer
// and IsClient properties. This provides consistency of these two
// property values for NetworkObjects that are still spawned when
// the shutdown cycle begins.
if (SpawnManager != null)
{
SpawnManager.DespawnAndDestroyNetworkObjects();
SpawnManager.ServerResetShudownStateForSceneObjects();
SpawnManager = null;
}
IsServer = false;
IsClient = false;
@@ -1406,14 +1424,6 @@ namespace Unity.Netcode
NetworkConfig.NetworkTransport.OnTransportEvent -= HandleRawTransportPoll;
}
if (SpawnManager != null)
{
SpawnManager.DespawnAndDestroyNetworkObjects();
SpawnManager.ServerResetShudownStateForSceneObjects();
SpawnManager = null;
}
if (DeferredMessageManager != null)
{
DeferredMessageManager.CleanupAllTriggers();
@@ -2060,6 +2070,20 @@ namespace Unity.Netcode
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
for (int index = 0; index < MessagingSystem.MessageHandlers.Length; index++)
{
if (MessagingSystem.MessageTypes[index] != null)
{
var orderingMessage = new OrderingMessage
{
Order = index,
Hash = XXHash.Hash32(MessagingSystem.MessageTypes[index].FullName)
};
SendMessage(ref orderingMessage, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
}
}
// If scene management is enabled, then let NetworkSceneManager handle the initial scene and NetworkObject synchronization
if (!NetworkConfig.EnableSceneManagement)
{

View File

@@ -235,9 +235,19 @@ namespace Unity.Netcode
}
/// <summary>
/// Shows a previously hidden <see cref="NetworkObject"/> to a client
/// Makes the previously hidden <see cref="NetworkObject"/> "netcode visible" to the targeted client.
/// </summary>
/// <param name="clientId">The client to show the <see cref="NetworkObject"/> to</param>
/// <remarks>
/// Usage: Use to start sending updates for a previously hidden <see cref="NetworkObject"/> to the targeted client.<br />
/// <br />
/// Dynamically Spawned: <see cref="NetworkObject"/>s will be instantiated and spawned on the targeted client side.<br />
/// In-Scene Placed: The instantiated but despawned <see cref="NetworkObject"/>s will be spawned on the targeted client side.<br />
/// <br />
/// See Also:<br />
/// <see cref="NetworkShow(ulong)"/><br />
/// <see cref="NetworkHide(ulong)"/> or <see cref="NetworkHide(List{NetworkObject}, ulong)"/><br />
/// </remarks>
/// <param name="clientId">The targeted client</param>
public void NetworkShow(ulong clientId)
{
if (!IsSpawned)
@@ -260,11 +270,22 @@ namespace Unity.Netcode
NetworkManager.SpawnManager.SendSpawnCallForObject(clientId, this);
}
/// <summary>
/// Shows a list of previously hidden <see cref="NetworkObject"/>s to a client
/// Makes a list of previously hidden <see cref="NetworkObject"/>s "netcode visible" for the client specified.
/// </summary>
/// <param name="networkObjects">The <see cref="NetworkObject"/>s to show</param>
/// <param name="clientId">The client to show the objects to</param>
/// <remarks>
/// Usage: Use to start sending updates for previously hidden <see cref="NetworkObject"/>s to the targeted client.<br />
/// <br />
/// Dynamically Spawned: <see cref="NetworkObject"/>s will be instantiated and spawned on the targeted client's side.<br />
/// In-Scene Placed: Already instantiated but despawned <see cref="NetworkObject"/>s will be spawned on the targeted client's side.<br />
/// <br />
/// See Also:<br />
/// <see cref="NetworkShow(ulong)"/><br />
/// <see cref="NetworkHide(ulong)"/> or <see cref="NetworkHide(List{NetworkObject}, ulong)"/><br />
/// </remarks>
/// <param name="networkObjects">The objects to become "netcode visible" to the targeted client</param>
/// <param name="clientId">The targeted client</param>
public static void NetworkShow(List<NetworkObject> networkObjects, ulong clientId)
{
if (networkObjects == null || networkObjects.Count == 0)
@@ -305,9 +326,19 @@ namespace Unity.Netcode
}
/// <summary>
/// Hides a object from a specific client
/// Hides the <see cref="NetworkObject"/> from the targeted client.
/// </summary>
/// <param name="clientId">The client to hide the object for</param>
/// <remarks>
/// Usage: Use to stop sending updates to the targeted client, "netcode invisible", for a currently visible <see cref="NetworkObject"/>.<br />
/// <br />
/// Dynamically Spawned: <see cref="NetworkObject"/>s will be despawned and destroyed on the targeted client's side.<br />
/// In-Scene Placed: <see cref="NetworkObject"/>s will only be despawned on the targeted client's side.<br />
/// <br />
/// See Also:<br />
/// <see cref="NetworkHide(List{NetworkObject}, ulong)"/><br />
/// <see cref="NetworkShow(ulong)"/> or <see cref="NetworkShow(List{NetworkObject}, ulong)"/><br />
/// </remarks>
/// <param name="clientId">The targeted client</param>
public void NetworkHide(ulong clientId)
{
if (!IsSpawned)
@@ -335,7 +366,7 @@ namespace Unity.Netcode
var message = new DestroyObjectMessage
{
NetworkObjectId = NetworkObjectId,
DestroyGameObject = true
DestroyGameObject = !IsSceneObject.Value
};
// Send destroy call
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
@@ -343,10 +374,20 @@ namespace Unity.Netcode
}
/// <summary>
/// Hides a list of objects from a client
/// Hides a list of <see cref="NetworkObject"/>s from the targeted client.
/// </summary>
/// <param name="networkObjects">The objects to hide</param>
/// <param name="clientId">The client to hide the objects from</param>
/// <remarks>
/// Usage: Use to stop sending updates to the targeted client, "netcode invisible", for the currently visible <see cref="NetworkObject"/>s.<br />
/// <br />
/// Dynamically Spawned: <see cref="NetworkObject"/>s will be despawned and destroyed on the targeted client's side.<br />
/// In-Scene Placed: <see cref="NetworkObject"/>s will only be despawned on the targeted client's side.<br />
/// <br />
/// See Also:<br />
/// <see cref="NetworkHide(ulong)"/><br />
/// <see cref="NetworkShow(ulong)"/> or <see cref="NetworkShow(List{NetworkObject}, ulong)"/><br />
/// </remarks>
/// <param name="networkObjects">The <see cref="NetworkObject"/>s that will become "netcode invisible" to the targeted client</param>
/// <param name="clientId">The targeted client</param>
public static void NetworkHide(List<NetworkObject> networkObjects, ulong clientId)
{
if (networkObjects == null || networkObjects.Count == 0)
@@ -455,8 +496,8 @@ namespace Unity.Netcode
/// <summary>
/// Spawns a <see cref="NetworkObject"/> across the network and makes it the player object for the given client
/// </summary>
/// <param name="clientId">The clientId whos player object this is</param>
/// <param name="destroyWithScene">Should the object be destroyd when the scene is changed</param>
/// <param name="clientId">The clientId who's player object this is</param>
/// <param name="destroyWithScene">Should the object be destroyed when the scene is changed</param>
public void SpawnAsPlayerObject(ulong clientId, bool destroyWithScene = false)
{
SpawnInternal(destroyWithScene, clientId, true);
@@ -512,7 +553,14 @@ namespace Unity.Netcode
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
ChildNetworkBehaviours[i].InternalOnGainedOwnership();
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].InternalOnGainedOwnership();
}
else
{
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during ownership assignment!");
}
}
}
@@ -697,7 +745,7 @@ namespace Unity.Netcode
// For instance, if we're spawning NetworkObject 5 and its parent is 10, what should happen if we do not have 10 yet?
// let's say 10 is on the way to be replicated in a few frames and we could fix that parent-child relationship later.
//
// If you couldn't find your parent, we put you into OrphanChildren set and everytime we spawn another NetworkObject locally due to replication,
// If you couldn't find your parent, we put you into OrphanChildren set and every time we spawn another NetworkObject locally due to replication,
// we call CheckOrphanChildren() method and quickly iterate over OrphanChildren set and see if we can reparent/adopt one.
internal static HashSet<NetworkObject> OrphanChildren = new HashSet<NetworkObject>();
@@ -764,7 +812,14 @@ namespace Unity.Netcode
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
ChildNetworkBehaviours[i].InternalOnNetworkSpawn();
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].InternalOnNetworkSpawn();
}
else
{
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during spawn!");
}
}
}
@@ -813,12 +868,12 @@ namespace Unity.Netcode
}
}
internal void MarkVariablesDirty()
internal void MarkVariablesDirty(bool dirty)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
var behavior = ChildNetworkBehaviours[i];
behavior.MarkVariablesDirty();
behavior.MarkVariablesDirty(dirty);
}
}
@@ -1164,5 +1219,21 @@ namespace Unity.Netcode
return GlobalObjectIdHash;
}
/// <summary>
/// Removes a NetworkBehaviour from the ChildNetworkBehaviours list when destroyed
/// while the NetworkObject is still spawned.
/// </summary>
internal void OnNetworkBehaviourDestroyed(NetworkBehaviour networkBehaviour)
{
if (networkBehaviour.IsSpawned && IsSpawned)
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"{nameof(NetworkBehaviour)}-{networkBehaviour.name} is being destroyed while {nameof(NetworkObject)}-{name} is still spawned! (could break state synchronization)");
}
ChildNetworkBehaviours.Remove(networkBehaviour);
}
}
}
}

View File

@@ -0,0 +1,50 @@
using System;
namespace Unity.Netcode
{
/// <summary>
/// Upon connecting, the host sends a series of OrderingMessage to the client so that it can make sure both sides
/// have the same message types in the same positions in
/// - MessagingSystem.m_MessageHandlers
/// - MessagingSystem.m_ReverseTypeMap
/// even if one side has extra messages (compilation, version, patch, or platform differences, etc...)
///
/// The ConnectionRequestedMessage, ConnectionApprovedMessage and OrderingMessage are prioritized at the beginning
/// of the mapping, to guarantee they can be exchanged before the two sides share their ordering
/// The sorting used in also stable so that even if MessageType names share hashes, it will work most of the time
/// </summary>
internal struct OrderingMessage : INetworkMessage
{
public int Order;
public uint Hash;
public void Serialize(FastBufferWriter writer)
{
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(Order) + FastBufferWriter.GetWriteSize(Hash)))
{
throw new OverflowException($"Not enough space in the buffer to write {nameof(OrderingMessage)}");
}
writer.WriteValue(Order);
writer.WriteValue(Hash);
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
{
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(Order) + FastBufferWriter.GetWriteSize(Hash)))
{
throw new OverflowException($"Not enough data in the buffer to read {nameof(OrderingMessage)}");
}
reader.ReadValue(out Order);
reader.ReadValue(out Hash);
return true;
}
public void Handle(ref NetworkContext context)
{
((NetworkManager)context.SystemOwner).MessagingSystem.ReorderMessage(Order, Hash);
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: c2e5a740c1abd4315801e3f26ecf8adb
guid: 3ada9e8fd5bf94b1f9a6a21531c8a3ee
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -8,6 +8,11 @@ using UnityEngine;
namespace Unity.Netcode
{
internal class HandlerNotRegisteredException : SystemException
{
public HandlerNotRegisteredException() { }
public HandlerNotRegisteredException(string issue) : base(issue) { }
}
internal class InvalidMessageStructureException : SystemException
{
@@ -44,8 +49,9 @@ namespace Unity.Netcode
private NativeList<ReceiveQueueItem> m_IncomingMessageQueue = new NativeList<ReceiveQueueItem>(16, Allocator.Persistent);
private MessageHandler[] m_MessageHandlers = new MessageHandler[255];
private Type[] m_ReverseTypeMap = new Type[255];
// These array will grow as we need more message handlers. 4 is just a starting size.
private MessageHandler[] m_MessageHandlers = new MessageHandler[4];
private Type[] m_ReverseTypeMap = new Type[4];
private Dictionary<Type, uint> m_MessageTypes = new Dictionary<Type, uint>();
private Dictionary<ulong, NativeList<SendQueueItem>> m_SendQueues = new Dictionary<ulong, NativeList<SendQueueItem>>();
@@ -59,6 +65,7 @@ namespace Unity.Netcode
internal Type[] MessageTypes => m_ReverseTypeMap;
internal MessageHandler[] MessageHandlers => m_MessageHandlers;
internal uint MessageHandlerCount => m_HighMessageType;
internal uint GetMessageType(Type t)
@@ -75,6 +82,35 @@ namespace Unity.Netcode
public MessageHandler Handler;
}
internal List<MessageWithHandler> PrioritizeMessageOrder(List<MessageWithHandler> allowedTypes)
{
var prioritizedTypes = new List<MessageWithHandler>();
// first pass puts the priority message in the first indices
// Those are the messages that must be delivered in order to allow re-ordering the others later
foreach (var t in allowedTypes)
{
if (t.MessageType.FullName == "Unity.Netcode.ConnectionRequestMessage" ||
t.MessageType.FullName == "Unity.Netcode.ConnectionApprovedMessage" ||
t.MessageType.FullName == "Unity.Netcode.OrderingMessage")
{
prioritizedTypes.Add(t);
}
}
foreach (var t in allowedTypes)
{
if (t.MessageType.FullName != "Unity.Netcode.ConnectionRequestMessage" &&
t.MessageType.FullName != "Unity.Netcode.ConnectionApprovedMessage" &&
t.MessageType.FullName != "Unity.Netcode.OrderingMessage")
{
prioritizedTypes.Add(t);
}
}
return prioritizedTypes;
}
public MessagingSystem(IMessageSender messageSender, object owner, IMessageProvider provider = null)
{
try
@@ -89,6 +125,7 @@ namespace Unity.Netcode
var allowedTypes = provider.GetMessages();
allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
allowedTypes = PrioritizeMessageOrder(allowedTypes);
foreach (var type in allowedTypes)
{
RegisterMessageType(type);
@@ -143,6 +180,13 @@ namespace Unity.Netcode
private void RegisterMessageType(MessageWithHandler messageWithHandler)
{
// if we are out of space, perform amortized linear growth
if (m_HighMessageType == m_MessageHandlers.Length)
{
Array.Resize(ref m_MessageHandlers, 2 * m_MessageHandlers.Length);
Array.Resize(ref m_ReverseTypeMap, 2 * m_ReverseTypeMap.Length);
}
m_MessageHandlers[m_HighMessageType] = messageWithHandler.Handler;
m_ReverseTypeMap[m_HighMessageType] = messageWithHandler.MessageType;
m_MessageTypes[messageWithHandler.MessageType] = m_HighMessageType++;
@@ -226,6 +270,70 @@ namespace Unity.Netcode
return true;
}
// Moves the handler for the type having hash `targetHash` to the `desiredOrder` position, in the handler list
// This allows the server to tell the client which id it is using for which message and make sure the right
// message is used when deserializing.
internal void ReorderMessage(int desiredOrder, uint targetHash)
{
if (desiredOrder < 0)
{
throw new ArgumentException("ReorderMessage desiredOrder must be positive");
}
if (desiredOrder < m_ReverseTypeMap.Length &&
XXHash.Hash32(m_ReverseTypeMap[desiredOrder].FullName) == targetHash)
{
// matching positions and hashes. All good.
return;
}
Debug.Log($"Unexpected hash for {desiredOrder}");
// Since the message at `desiredOrder` is not the expected one,
// insert an empty placeholder and move the messages down
var typesAsList = new List<Type>(m_ReverseTypeMap);
typesAsList.Insert(desiredOrder, null);
var handlersAsList = new List<MessageHandler>(m_MessageHandlers);
handlersAsList.Insert(desiredOrder, null);
// we added a dummy message, bump the end up
m_HighMessageType++;
// Here, we rely on the server telling us about all messages, in order.
// So, we know the handlers before desiredOrder are correct.
// We start at desiredOrder to not shift them when we insert.
int position = desiredOrder;
bool found = false;
while (position < typesAsList.Count)
{
if (typesAsList[position] != null &&
XXHash.Hash32(typesAsList[position].FullName) == targetHash)
{
found = true;
break;
}
position++;
}
if (found)
{
// Copy the handler and type to the right index
typesAsList[desiredOrder] = typesAsList[position];
handlersAsList[desiredOrder] = handlersAsList[position];
typesAsList.RemoveAt(position);
handlersAsList.RemoveAt(position);
// we removed a copy after moving a message, reduce the high message index
m_HighMessageType--;
}
m_ReverseTypeMap = typesAsList.ToArray();
m_MessageHandlers = handlersAsList.ToArray();
}
public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
{
if (header.MessageType >= m_HighMessageType)
@@ -259,18 +367,29 @@ namespace Unity.Netcode
var handler = m_MessageHandlers[header.MessageType];
using (reader)
{
// No user-land message handler exceptions should escape the receive loop.
// If an exception is throw, the message is ignored.
// Example use case: A bad message is received that can't be deserialized and throws
// an OverflowException because it specifies a length greater than the number of bytes in it
// for some dynamic-length value.
try
// This will also log an exception is if the server knows about a message type the client doesn't know
// about. In this case the handler will be null. It is still an issue the user must deal with: If the
// two connecting builds know about different messages, the server should not send a message to a client
// that doesn't know about it
if (handler == null)
{
handler.Invoke(reader, ref context, this);
Debug.LogException(new HandlerNotRegisteredException(header.MessageType.ToString()));
}
catch (Exception e)
else
{
Debug.LogException(e);
// No user-land message handler exceptions should escape the receive loop.
// If an exception is throw, the message is ignored.
// Example use case: A bad message is received that can't be deserialized and throws
// an OverflowException because it specifies a length greater than the number of bytes in it
// for some dynamic-length value.
try
{
handler.Invoke(reader, ref context, this);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)

View File

@@ -63,6 +63,11 @@ namespace Unity.Netcode
return base.IsDirty() || m_DirtyEvents.Length > 0;
}
internal void MarkNetworkObjectDirty()
{
m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
}
/// <inheritdoc />
public override void WriteDelta(FastBufferWriter writer)
{
@@ -122,10 +127,26 @@ namespace Unity.Netcode
/// <inheritdoc />
public override void WriteField(FastBufferWriter writer)
{
writer.WriteValueSafe((ushort)m_ListAtLastReset.Length);
for (int i = 0; i < m_ListAtLastReset.Length; i++)
// The listAtLastReset mechanism was put in place to deal with duplicate adds
// upon initial spawn. However, it causes issues with in-scene placed objects
// due to difference in spawn order. In order to address this, we pick the right
// list based on the type of object.
bool isSceneObject = m_NetworkBehaviour.NetworkObject.IsSceneObject != false;
if (isSceneObject)
{
NetworkVariableSerialization<T>.Write(writer, ref m_ListAtLastReset.ElementAt(i));
writer.WriteValueSafe((ushort)m_ListAtLastReset.Length);
for (int i = 0; i < m_ListAtLastReset.Length; i++)
{
NetworkVariableSerialization<T>.Write(writer, ref m_ListAtLastReset.ElementAt(i));
}
}
else
{
writer.WriteValueSafe((ushort)m_List.Length);
for (int i = 0; i < m_List.Length; i++)
{
NetworkVariableSerialization<T>.Write(writer, ref m_List.ElementAt(i));
}
}
}
@@ -173,6 +194,7 @@ namespace Unity.Netcode
Index = m_List.Length - 1,
Value = m_List[m_List.Length - 1]
});
MarkNetworkObjectDirty();
}
}
break;
@@ -180,8 +202,16 @@ namespace Unity.Netcode
{
reader.ReadValueSafe(out int index);
NetworkVariableSerialization<T>.Read(reader, out T value);
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = value;
if (index < m_List.Length)
{
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = value;
}
else
{
m_List.Add(value);
}
if (OnListChanged != null)
{
@@ -201,6 +231,7 @@ namespace Unity.Netcode
Index = index,
Value = m_List[index]
});
MarkNetworkObjectDirty();
}
}
break;
@@ -233,6 +264,7 @@ namespace Unity.Netcode
Index = index,
Value = value
});
MarkNetworkObjectDirty();
}
}
break;
@@ -260,6 +292,7 @@ namespace Unity.Netcode
Index = index,
Value = value
});
MarkNetworkObjectDirty();
}
}
break;
@@ -295,6 +328,7 @@ namespace Unity.Netcode
Value = value,
PreviousValue = previousValue
});
MarkNetworkObjectDirty();
}
}
break;
@@ -317,6 +351,7 @@ namespace Unity.Netcode
{
Type = eventType
});
MarkNetworkObjectDirty();
}
}
break;
@@ -403,8 +438,15 @@ namespace Unity.Netcode
/// <inheritdoc />
public void Insert(int index, T item)
{
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = item;
if (index < m_List.Length)
{
m_List.InsertRangeWithBeginEnd(index, index + 1);
m_List[index] = item;
}
else
{
m_List.Add(item);
}
var listEvent = new NetworkListEvent<T>()
{
@@ -436,13 +478,15 @@ namespace Unity.Netcode
get => m_List[index];
set
{
var previousValue = m_List[index];
m_List[index] = value;
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.Value,
Index = index,
Value = value
Value = value,
PreviousValue = previousValue
};
HandleAddListEvent(listEvent);
@@ -452,6 +496,7 @@ namespace Unity.Netcode
private void HandleAddListEvent(NetworkListEvent<T> listEvent)
{
m_DirtyEvents.Add(listEvent);
MarkNetworkObjectDirty();
OnListChanged?.Invoke(listEvent);
}

View File

@@ -87,7 +87,7 @@ namespace Unity.Netcode
/// <param name="value">the new value of type `T` to be set/></param>
private protected void Set(T value)
{
m_IsDirty = true;
SetDirty(true);
T previousValue = m_InternalValue;
m_InternalValue = value;
OnValueChanged?.Invoke(previousValue, m_InternalValue);
@@ -119,7 +119,7 @@ namespace Unity.Netcode
if (keepDirtyDelta)
{
m_IsDirty = true;
SetDirty(true);
}
OnValueChanged?.Invoke(previousValue, m_InternalValue);

View File

@@ -54,7 +54,7 @@ namespace Unity.Netcode
/// The <see cref="m_IsDirty"/> property is used to determine if the
/// value of the `NetworkVariable` has changed.
/// </summary>
private protected bool m_IsDirty;
private bool m_IsDirty;
/// <summary>
/// Gets or sets the name of the network variable's instance
@@ -79,6 +79,10 @@ namespace Unity.Netcode
public virtual void SetDirty(bool isDirty)
{
m_IsDirty = isDirty;
if (m_IsDirty && m_NetworkBehaviour != null)
{
m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
}
}
/// <summary>
@@ -111,7 +115,7 @@ namespace Unity.Netcode
case NetworkVariableReadPermission.Everyone:
return true;
case NetworkVariableReadPermission.Owner:
return clientId == m_NetworkBehaviour.NetworkObject.OwnerClientId;
return clientId == m_NetworkBehaviour.NetworkObject.OwnerClientId || NetworkManager.ServerClientId == clientId;
}
}

View File

@@ -21,6 +21,8 @@ namespace Unity.Netcode
private const int k_BitsPerByte = 8;
private int BytePosition => m_BitPosition >> 3;
/// <summary>
/// Whether or not the current BitPosition is evenly divisible by 8. I.e. whether or not the BitPosition is at a byte boundary.
/// </summary>
@@ -98,11 +100,6 @@ namespace Unity.Netcode
throw new ArgumentOutOfRangeException(nameof(bitCount), "Cannot read more than 64 bits from a 64-bit value!");
}
if (bitCount < 0)
{
throw new ArgumentOutOfRangeException(nameof(bitCount), "Cannot read fewer than 0 bits!");
}
int checkPos = (int)(m_BitPosition + bitCount);
if (checkPos > m_AllowedBitwiseReadMark)
{
@@ -165,7 +162,7 @@ namespace Unity.Netcode
#endif
int offset = m_BitPosition & 7;
int pos = m_BitPosition >> 3;
int pos = BytePosition;
bit = (m_BufferPointer[pos] & (1 << offset)) != 0;
++m_BitPosition;
}
@@ -175,7 +172,7 @@ namespace Unity.Netcode
{
var val = new T();
byte* ptr = ((byte*)&val) + offsetBytes;
byte* bufferPointer = m_BufferPointer + m_Position;
byte* bufferPointer = m_BufferPointer + BytePosition;
UnsafeUtility.MemCpy(ptr, bufferPointer, bytesToRead);
m_BitPosition += bytesToRead * k_BitsPerByte;

View File

@@ -29,6 +29,8 @@ namespace Unity.Netcode
get => (m_BitPosition & 7) == 0;
}
private int BytePosition => m_BitPosition >> 3;
internal unsafe BitWriter(FastBufferWriter writer)
{
m_Writer = writer;
@@ -181,7 +183,7 @@ namespace Unity.Netcode
#endif
int offset = m_BitPosition & 7;
int pos = m_BitPosition >> 3;
int pos = BytePosition;
++m_BitPosition;
m_BufferPointer[pos] = (byte)(bit ? (m_BufferPointer[pos] & ~(1 << offset)) | (1 << offset) : (m_BufferPointer[pos] & ~(1 << offset)));
}
@@ -190,7 +192,7 @@ namespace Unity.Netcode
private unsafe void WritePartialValue<T>(T value, int bytesToWrite, int offsetBytes = 0) where T : unmanaged
{
byte* ptr = ((byte*)&value) + offsetBytes;
byte* bufferPointer = m_BufferPointer + m_Position;
byte* bufferPointer = m_BufferPointer + BytePosition;
UnsafeUtility.MemCpy(bufferPointer, ptr, bytesToWrite);
m_BitPosition += bytesToWrite * k_BitsPerByte;

View File

@@ -576,7 +576,7 @@ namespace Unity.Netcode
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, clientId);
NetworkManager.NetworkMetrics.TrackObjectSpawnSent(clientId, networkObject, size);
networkObject.MarkVariablesDirty();
networkObject.MarkVariablesDirty(true);
}
internal ulong? GetSpawnParentId(NetworkObject networkObject)

View File

@@ -158,11 +158,11 @@ namespace Unity.Netcode.Transports.UTP
set => m_MaxPacketQueueSize = value;
}
[Tooltip("The maximum size of a payload that can be handled by the transport.")]
[Tooltip("The maximum size of an unreliable payload that can be handled by the transport.")]
[SerializeField]
private int m_MaxPayloadSize = InitialMaxPayloadSize;
/// <summary>The maximum size of a payload that can be handled by the transport.</summary>
/// <summary>The maximum size of an unreliable payload that can be handled by the transport.</summary>
public int MaxPayloadSize
{
get => m_MaxPayloadSize;
@@ -1148,14 +1148,14 @@ namespace Unity.Netcode.Transports.UTP
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
if (payload.Count > m_MaxPayloadSize)
var pipeline = SelectSendPipeline(networkDelivery);
if (pipeline != m_ReliableSequencedPipeline && payload.Count > m_MaxPayloadSize)
{
Debug.LogError($"Payload of size {payload.Count} larger than configured 'Max Payload Size' ({m_MaxPayloadSize}).");
Debug.LogError($"Unreliable payload of size {payload.Count} larger than configured 'Max Payload Size' ({m_MaxPayloadSize}).");
return;
}
var pipeline = SelectSendPipeline(networkDelivery);
var sendTarget = new SendTarget(clientId, pipeline);
if (!m_SendQueue.TryGetValue(sendTarget, out var queue))
{
@@ -1285,10 +1285,10 @@ namespace Unity.Netcode.Transports.UTP
SendBatchedMessages(kvp.Key, kvp.Value);
}
// The above flush only puts the message in UTP internal buffers, need the flush send
// job to execute to actually get things out on the wire. This will also ensure any
// disconnect messages are sent out.
m_Driver.ScheduleFlushSend(default).Complete();
// The above flush only puts the message in UTP internal buffers, need an update to
// actually get the messages on the wire. (Normally a flush send would be sufficient,
// but there might be disconnect messages and those require an update call.)
m_Driver.ScheduleUpdate().Complete();
DisposeInternals();
@@ -1325,10 +1325,8 @@ namespace Unity.Netcode.Transports.UTP
#if MULTIPLAYER_TOOLS_1_0_0_PRE_7
NetworkPipelineStageCollection.RegisterPipelineStage(new NetworkMetricsPipelineStage());
#endif
var maxFrameTimeMS = 0;
#if UNITY_EDITOR || DEVELOPMENT_BUILD
maxFrameTimeMS = 100;
ConfigureSimulator();
#endif
@@ -1336,8 +1334,7 @@ namespace Unity.Netcode.Transports.UTP
maxConnectAttempts: transport.m_MaxConnectAttempts,
connectTimeoutMS: transport.m_ConnectTimeoutMS,
disconnectTimeoutMS: transport.m_DisconnectTimeoutMS,
heartbeatTimeoutMS: transport.m_HeartbeatTimeoutMS,
maxFrameTimeMS: maxFrameTimeMS);
heartbeatTimeoutMS: transport.m_HeartbeatTimeoutMS);
driver = NetworkDriver.Create(m_NetworkSettings);

View File

@@ -869,12 +869,14 @@ namespace Unity.Netcode.TestHelpers.Runtime
/// Constructor that allows you To break tests up as a host
/// and a server.
/// Example: Decorate your child derived class with TestFixture
/// and then create a constructor at the child level
/// and then create a constructor at the child level.
/// Don't forget to set your constructor public, else Unity will
/// give you a hard to decipher error
/// [TestFixture(HostOrServer.Host)]
/// [TestFixture(HostOrServer.Server)]
/// public class MyChildClass : NetcodeIntegrationTest
/// {
/// MyChildClass(HostOrServer hostOrServer) : base(hostOrServer) { }
/// public MyChildClass(HostOrServer hostOrServer) : base(hostOrServer) { }
/// }
/// </summary>
/// <param name="hostOrServer"></param>

View File

@@ -11,6 +11,9 @@
"optionalUnityReferences": [
"TestAssemblies"
],
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [
{
"name": "com.unity.multiplayer.tools",

View File

@@ -4,7 +4,6 @@ using NUnit.Framework;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.EditorTests
{
@@ -21,20 +20,20 @@ namespace Unity.Netcode.EditorTests
var buildTargetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget);
var buildTargetSupported = BuildPipeline.IsBuildTargetSupported(buildTargetGroup, buildTarget);
var buildReport = BuildPipeline.BuildPlayer(
new[] { Path.Combine(packagePath, DefaultBuildScenePath) },
Path.Combine(Path.GetDirectoryName(Application.dataPath), "Builds", nameof(BuildTests)),
buildTarget,
BuildOptions.None
);
if (buildTargetSupported)
{
var buildReport = BuildPipeline.BuildPlayer(
new[] { Path.Combine(packagePath, DefaultBuildScenePath) },
Path.Combine(Path.GetDirectoryName(Application.dataPath), "Builds", nameof(BuildTests)),
buildTarget,
BuildOptions.None
);
Assert.AreEqual(BuildResult.Succeeded, buildReport.summary.result);
}
else
{
LogAssert.Expect(LogType.Error, "Error building player because build target was unsupported");
Debug.Log($"Skipped building player due to Unsupported Build Target");
}
}
}

View File

@@ -105,6 +105,7 @@ namespace Unity.Netcode.EditorTests
Assert.That(interpolator.GetInterpolatedValue(), Is.EqualTo(2f).Within(k_Precision));
}
[Ignore("TODO: Fix this test to still handle testing message loss without extrapolation")]
[Test]
public void MessageLoss()
{
@@ -305,6 +306,7 @@ namespace Unity.Netcode.EditorTests
Assert.Throws<InvalidOperationException>(() => interpolator.Update(1f, serverTime));
}
[Ignore("TODO: Fix this test to still test duplicated values without extrapolation")]
[Test]
public void TestDuplicatedValues()
{

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using NUnit.Framework;
@@ -179,5 +180,122 @@ namespace Unity.Netcode.EditorTests
Assert.AreEqual(handlerFour, systemThree.MessageHandlers[systemThree.GetMessageType(typeof(TestMessageFour))]);
}
}
internal class AAAEarlyLexicographicNetworkMessage : INetworkMessage
{
public void Serialize(FastBufferWriter writer)
{
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
{
return true;
}
public void Handle(ref NetworkContext context)
{
}
}
#pragma warning disable IDE1006
internal class zzzLateLexicographicNetworkMessage : AAAEarlyLexicographicNetworkMessage
{
}
#pragma warning restore IDE1006
internal class OrderingMessageProvider : IMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
{
var listMessages = new List<MessagingSystem.MessageWithHandler>();
var messageWithHandler = new MessagingSystem.MessageWithHandler();
messageWithHandler.MessageType = typeof(zzzLateLexicographicNetworkMessage);
listMessages.Add(messageWithHandler);
messageWithHandler.MessageType = typeof(ConnectionRequestMessage);
listMessages.Add(messageWithHandler);
messageWithHandler.MessageType = typeof(ConnectionApprovedMessage);
listMessages.Add(messageWithHandler);
messageWithHandler.MessageType = typeof(OrderingMessage);
listMessages.Add(messageWithHandler);
messageWithHandler.MessageType = typeof(AAAEarlyLexicographicNetworkMessage);
listMessages.Add(messageWithHandler);
return listMessages;
}
}
[Test]
public void MessagesGetPrioritizedCorrectly()
{
var sender = new NopMessageSender();
var provider = new OrderingMessageProvider();
var messagingSystem = new MessagingSystem(sender, null, provider);
// the 3 priority messages should appear first, in lexicographic order
Assert.AreEqual(messagingSystem.MessageTypes[0], typeof(ConnectionApprovedMessage));
Assert.AreEqual(messagingSystem.MessageTypes[1], typeof(ConnectionRequestMessage));
Assert.AreEqual(messagingSystem.MessageTypes[2], typeof(OrderingMessage));
// the other should follow after
Assert.AreEqual(messagingSystem.MessageTypes[3], typeof(AAAEarlyLexicographicNetworkMessage));
Assert.AreEqual(messagingSystem.MessageTypes[4], typeof(zzzLateLexicographicNetworkMessage));
// there should not be any extras
Assert.AreEqual(messagingSystem.MessageHandlerCount, 5);
// reorder the zzz one to position 3
messagingSystem.ReorderMessage(3, XXHash.Hash32(typeof(zzzLateLexicographicNetworkMessage).FullName));
// the 3 priority messages should still appear first, in lexicographic order
Assert.AreEqual(messagingSystem.MessageTypes[0], typeof(ConnectionApprovedMessage));
Assert.AreEqual(messagingSystem.MessageTypes[1], typeof(ConnectionRequestMessage));
Assert.AreEqual(messagingSystem.MessageTypes[2], typeof(OrderingMessage));
// the other should follow after, but reordered
Assert.AreEqual(messagingSystem.MessageTypes[3], typeof(zzzLateLexicographicNetworkMessage));
Assert.AreEqual(messagingSystem.MessageTypes[4], typeof(AAAEarlyLexicographicNetworkMessage));
// there should still not be any extras
Assert.AreEqual(messagingSystem.MessageHandlerCount, 5);
// verify we get an exception when asking for an invalid position
try
{
messagingSystem.ReorderMessage(-1, XXHash.Hash32(typeof(zzzLateLexicographicNetworkMessage).FullName));
Assert.Fail();
}
catch (ArgumentException)
{
}
// reorder the zzz one to position 3, again, to check nothing bad happens
messagingSystem.ReorderMessage(3, XXHash.Hash32(typeof(zzzLateLexicographicNetworkMessage).FullName));
// the two non-priority should not have moved
Assert.AreEqual(messagingSystem.MessageTypes[3], typeof(zzzLateLexicographicNetworkMessage));
Assert.AreEqual(messagingSystem.MessageTypes[4], typeof(AAAEarlyLexicographicNetworkMessage));
// there should still not be any extras
Assert.AreEqual(messagingSystem.MessageHandlerCount, 5);
// 4242 is a random hash that should not match anything
messagingSystem.ReorderMessage(3, 4242);
// that should result in an extra entry
Assert.AreEqual(messagingSystem.MessageHandlerCount, 6);
// with a null handler
Assert.AreEqual(messagingSystem.MessageHandlers[3], null);
// and it should have bumped the previous messages down
Assert.AreEqual(messagingSystem.MessageTypes[4], typeof(zzzLateLexicographicNetworkMessage));
Assert.AreEqual(messagingSystem.MessageTypes[5], typeof(AAAEarlyLexicographicNetworkMessage));
}
}
}

View File

@@ -1,8 +1,12 @@
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using UnityEngine.TestTools;
using Random = System.Random;
namespace Unity.Netcode.EditorTests
{
@@ -40,11 +44,24 @@ namespace Unity.Netcode.EditorTests
}
}
private class TestMessageProvider : IMessageProvider
private class TestMessageProvider : IMessageProvider, IDisposable
{
// Keep track of what we sent
private List<List<MessagingSystem.MessageWithHandler>> m_CachedMessages = new List<List<MessagingSystem.MessageWithHandler>>();
public void Dispose()
{
foreach (var cachedItem in m_CachedMessages)
{
// Clear out any references to MessagingSystem.MessageWithHandlers
cachedItem.Clear();
}
m_CachedMessages.Clear();
}
public List<MessagingSystem.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
var messageList = new List<MessagingSystem.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
{
@@ -52,9 +69,13 @@ namespace Unity.Netcode.EditorTests
Handler = MessagingSystem.ReceiveMessage<TestMessage>
}
};
// Track messages sent
m_CachedMessages.Add(messageList);
return messageList;
}
}
private TestMessageProvider m_TestMessageProvider;
private TestMessageSender m_MessageSender;
private MessagingSystem m_MessagingSystem;
private ulong[] m_Clients = { 0 };
@@ -63,15 +84,16 @@ namespace Unity.Netcode.EditorTests
public void SetUp()
{
TestMessage.Serialized = false;
m_MessageSender = new TestMessageSender();
m_MessagingSystem = new MessagingSystem(m_MessageSender, this, new TestMessageProvider());
m_TestMessageProvider = new TestMessageProvider();
m_MessagingSystem = new MessagingSystem(m_MessageSender, this, m_TestMessageProvider);
m_MessagingSystem.ClientConnected(0);
}
[TearDown]
public void TearDown()
{
m_TestMessageProvider.Dispose();
m_MessagingSystem.Dispose();
}
@@ -224,5 +246,56 @@ namespace Unity.Netcode.EditorTests
Assert.AreEqual(message2, receivedMessage2);
}
}
private class TestNoHandlerMessageProvider : IMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = null
}
};
}
}
[Test]
public void WhenReceivingAMessageWithoutAHandler_ExceptionIsLogged()
{
// If a MessagingSystem already exists then dispose of it before creating a new MessagingSystem (otherwise memory leak)
if (m_MessagingSystem != null)
{
m_MessagingSystem.Dispose();
m_MessagingSystem = null;
}
// Since m_MessagingSystem is disposed during teardown we don't need to worry about that here.
m_MessagingSystem = new MessagingSystem(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
m_MessagingSystem.ClientConnected(0);
var messageHeader = new MessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
var writer = new FastBufferWriter(1300, Allocator.Temp);
using (writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(message));
writer.WriteValue(message);
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
LogAssert.Expect(LogType.Exception, new Regex(".*HandlerNotRegisteredException.*"));
}
}
}
}
}

View File

@@ -1,41 +1,55 @@
using NUnit.Framework;
using UnityEngine;
namespace Unity.Netcode.EditorTests.NetworkVar
{
public class NetworkVarTests
{
public class NetworkVarComponent : NetworkBehaviour
{
public NetworkVariable<int> NetworkVariable = new NetworkVariable<int>();
}
[Test]
public void TestAssignmentUnchanged()
{
var intVar = new NetworkVariable<int>();
intVar.Value = 314159265;
intVar.OnValueChanged += (value, newValue) =>
var gameObjectMan = new GameObject();
var networkManager = gameObjectMan.AddComponent<NetworkManager>();
networkManager.BehaviourUpdater = new NetworkBehaviourUpdater();
var gameObject = new GameObject();
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.NetworkManagerOwner = networkManager;
var networkVarComponent = gameObject.AddComponent<NetworkVarComponent>();
networkVarComponent.NetworkVariable.Initialize(networkVarComponent);
networkVarComponent.NetworkVariable.Value = 314159265;
networkVarComponent.NetworkVariable.OnValueChanged += (value, newValue) =>
{
Assert.Fail("OnValueChanged was invoked when setting the same value");
};
intVar.Value = 314159265;
networkVarComponent.NetworkVariable.Value = 314159265;
Object.DestroyImmediate(gameObject);
Object.DestroyImmediate(gameObjectMan);
}
[Test]
public void TestAssignmentChanged()
{
var intVar = new NetworkVariable<int>();
intVar.Value = 314159265;
var gameObjectMan = new GameObject();
var networkManager = gameObjectMan.AddComponent<NetworkManager>();
networkManager.BehaviourUpdater = new NetworkBehaviourUpdater();
var gameObject = new GameObject();
var networkObject = gameObject.AddComponent<NetworkObject>();
var networkVarComponent = gameObject.AddComponent<NetworkVarComponent>();
networkObject.NetworkManagerOwner = networkManager;
networkVarComponent.NetworkVariable.Initialize(networkVarComponent);
networkVarComponent.NetworkVariable.Value = 314159265;
var changed = false;
intVar.OnValueChanged += (value, newValue) =>
networkVarComponent.NetworkVariable.OnValueChanged += (value, newValue) =>
{
changed = true;
};
intVar.Value = 314159266;
networkVarComponent.NetworkVariable.Value = 314159266;
Assert.True(changed);
Object.DestroyImmediate(gameObject);
Object.DestroyImmediate(gameObjectMan);
}
}
}

View File

@@ -0,0 +1,95 @@
using NUnit.Framework;
using Unity.Collections;
namespace Unity.Netcode.EditorTests
{
public class UserBitReaderAndBitWriterTests_NCCBUG175
{
[Test]
public void WhenBitwiseWritingMoreThan8Bits_ValuesAreCorrect()
{
using var writer = new FastBufferWriter(1024, Allocator.Temp);
ulong inVal = 123456789;
for (int i = 0; i < 100; ++i)
{
writer.WriteValueSafe(i);
}
using (var bitWriter = writer.EnterBitwiseContext())
{
for (int i = 0; i < 16; ++i)
{
Assert.IsTrue((bitWriter.TryBeginWriteBits(32)));
bitWriter.WriteBits(inVal, 31);
bitWriter.WriteBit(true);
}
}
using var reader = new FastBufferReader(writer, Allocator.Temp);
for (int i = 0; i < 100; ++i)
{
reader.ReadValueSafe(out int outVal);
Assert.AreEqual(i, outVal);
}
using var bitReader = reader.EnterBitwiseContext();
for (int i = 0; i < 16; ++i)
{
Assert.IsTrue(bitReader.TryBeginReadBits(32));
bitReader.ReadBits(out ulong outVal, 31);
bitReader.ReadBit(out bool bit);
Assert.AreEqual(inVal, outVal);
Assert.AreEqual(true, bit);
}
}
[Test]
public void WhenBitwiseReadingMoreThan8Bits_ValuesAreCorrect()
{
using var writer = new FastBufferWriter(1024, Allocator.Temp);
ulong inVal = 123456789;
for (int i = 0; i < 100; ++i)
{
writer.WriteValueSafe(i);
}
uint combined = (uint)inVal | (1u << 31);
writer.WriteValueSafe(combined);
writer.WriteValueSafe(combined);
writer.WriteValueSafe(combined);
using var reader = new FastBufferReader(writer, Allocator.Temp);
for (int i = 0; i < 100; ++i)
{
reader.ReadValueSafe(out int outVal);
Assert.AreEqual(i, outVal);
}
using (var bitReader = reader.EnterBitwiseContext())
{
Assert.IsTrue(bitReader.TryBeginReadBits(32));
bitReader.ReadBits(out ulong outVal, 31);
bitReader.ReadBit(out bool bit);
Assert.AreEqual(inVal, outVal);
Assert.AreEqual(true, bit);
Assert.IsTrue(bitReader.TryBeginReadBits(32));
bitReader.ReadBits(out outVal, 31);
bitReader.ReadBit(out bit);
Assert.AreEqual(inVal, outVal);
Assert.AreEqual(true, bit);
Assert.IsTrue(bitReader.TryBeginReadBits(32));
bitReader.ReadBits(out outVal, 31);
bitReader.ReadBit(out bit);
Assert.AreEqual(inVal, outVal);
Assert.AreEqual(true, bit);
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: adfa622d42824b70a39a30b6aa22c9c5
timeCreated: 1660758428

View File

@@ -15,6 +15,9 @@
"optionalUnityReferences": [
"TestAssemblies"
],
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"includePlatforms": [
"Editor"
],

View File

@@ -53,7 +53,6 @@ namespace Unity.Netcode.RuntimeTests
public bool EnableTesting;
private bool m_Initialized;
private bool m_FinishedTests;
private bool m_ChangesAppliedToNetworkVariables;
@@ -148,6 +147,11 @@ namespace Unity.Netcode.RuntimeTests
return m_FinishedTests;
}
public void Awake()
{
InitializeTest();
}
// Update is called once per frame
private void Update()
{
@@ -164,37 +168,29 @@ namespace Unity.Netcode.RuntimeTests
{
if (NetworkManager != null && NetworkManager.IsListening)
{
if (!m_Initialized)
{
InitializeTest();
m_Initialized = true;
}
else
{
//Now change all of the values to make sure we are at least testing the local callback
m_NetworkVariableBool.Value = false;
m_NetworkVariableByte.Value = 255;
m_NetworkVariableColor.Value = new Color(100, 100, 100);
m_NetworkVariableColor32.Value = new Color32(100, 100, 100, 100);
m_NetworkVariableDouble.Value = 1000;
m_NetworkVariableFloat.Value = 1000.0f;
m_NetworkVariableInt.Value = 1000;
m_NetworkVariableLong.Value = 100000;
m_NetworkVariableSByte.Value = -127;
m_NetworkVariableQuaternion.Value = new Quaternion(100, 100, 100, 100);
m_NetworkVariableShort.Value = short.MaxValue;
m_NetworkVariableVector4.Value = new Vector4(1000, 1000, 1000, 1000);
m_NetworkVariableVector3.Value = new Vector3(1000, 1000, 1000);
m_NetworkVariableVector2.Value = new Vector2(1000, 1000);
m_NetworkVariableRay.Value = new Ray(Vector3.one, Vector3.right);
m_NetworkVariableULong.Value = ulong.MaxValue;
m_NetworkVariableUInt.Value = uint.MaxValue;
m_NetworkVariableUShort.Value = ushort.MaxValue;
//Now change all of the values to make sure we are at least testing the local callback
m_NetworkVariableBool.Value = false;
m_NetworkVariableByte.Value = 255;
m_NetworkVariableColor.Value = new Color(100, 100, 100);
m_NetworkVariableColor32.Value = new Color32(100, 100, 100, 100);
m_NetworkVariableDouble.Value = 1000;
m_NetworkVariableFloat.Value = 1000.0f;
m_NetworkVariableInt.Value = 1000;
m_NetworkVariableLong.Value = 100000;
m_NetworkVariableSByte.Value = -127;
m_NetworkVariableQuaternion.Value = new Quaternion(100, 100, 100, 100);
m_NetworkVariableShort.Value = short.MaxValue;
m_NetworkVariableVector4.Value = new Vector4(1000, 1000, 1000, 1000);
m_NetworkVariableVector3.Value = new Vector3(1000, 1000, 1000);
m_NetworkVariableVector2.Value = new Vector2(1000, 1000);
m_NetworkVariableRay.Value = new Ray(Vector3.one, Vector3.right);
m_NetworkVariableULong.Value = ulong.MaxValue;
m_NetworkVariableUInt.Value = uint.MaxValue;
m_NetworkVariableUShort.Value = ushort.MaxValue;
//Set the timeout (i.e. how long we will wait for all NetworkVariables to have registered their changes)
m_WaitForChangesTimeout = Time.realtimeSinceStartup + 0.50f;
m_ChangesAppliedToNetworkVariables = true;
}
//Set the timeout (i.e. how long we will wait for all NetworkVariables to have registered their changes)
m_WaitForChangesTimeout = Time.realtimeSinceStartup + 0.50f;
m_ChangesAppliedToNetworkVariables = true;
}
}
}

View File

@@ -813,6 +813,7 @@ namespace Unity.Netcode.RuntimeTests
}
[UnityTest]
[Ignore("This test is unstable (MTT-4146)")]
public IEnumerator WhenAMessageIsDeferredForMoreThanTheConfiguredTime_ItIsRemoved([Values(1, 2, 3)] int timeout)
{
RegisterClientPrefabs();

View File

@@ -0,0 +1,82 @@
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkListChangedTestComponent : NetworkBehaviour
{
}
public class ListChangedObject : NetworkBehaviour
{
public int ExpectedPreviousValue = 0;
public int ExpectedValue = 0;
public bool AddDone = false;
public NetworkList<int> MyNetworkList = new NetworkList<int>();
public override void OnNetworkSpawn()
{
MyNetworkList.OnListChanged += Changed;
base.OnNetworkSpawn();
}
public void Changed(NetworkListEvent<int> listEvent)
{
if (listEvent.Type == NetworkListEvent<int>.EventType.Value)
{
if (listEvent.PreviousValue != ExpectedPreviousValue)
{
Debug.Log($"Expected previous value mismatch {listEvent.PreviousValue} versus {ExpectedPreviousValue}");
Debug.Assert(listEvent.PreviousValue == ExpectedPreviousValue);
}
if (listEvent.Value != ExpectedValue)
{
Debug.Log($"Expected value mismatch {listEvent.Value} versus {ExpectedValue}");
Debug.Assert(listEvent.Value == ExpectedValue);
}
AddDone = true;
}
}
}
public class NetworkListChangedTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private ulong m_ClientId0;
private GameObject m_PrefabToSpawn;
private NetworkObject m_NetSpawnedObject1;
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("ListChangedObject");
m_PrefabToSpawn.AddComponent<ListChangedObject>();
}
[UnityTest]
public IEnumerator NetworkListChangedTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
// create 3 objects
var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
m_NetSpawnedObject1.GetComponent<ListChangedObject>().MyNetworkList.Add(42);
m_NetSpawnedObject1.GetComponent<ListChangedObject>().ExpectedPreviousValue = 42;
m_NetSpawnedObject1.GetComponent<ListChangedObject>().ExpectedValue = 44;
m_NetSpawnedObject1.GetComponent<ListChangedObject>().MyNetworkList[0] = 44;
Debug.Assert(m_NetSpawnedObject1.GetComponent<ListChangedObject>().AddDone);
return null;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b269e2a059f814075a737691bc02afa4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -25,10 +25,17 @@ namespace Unity.Netcode.RuntimeTests.Metrics
var metricValues = waitForMetricValues.AssertMetricValuesHaveBeenFound();
var networkVariableDeltaSent = metricValues.First();
Assert.AreEqual(nameof(NetworkVariableComponent.MyNetworkVariable), networkVariableDeltaSent.Name);
Assert.AreEqual(Server.LocalClientId, networkVariableDeltaSent.Connection.Id);
Assert.AreNotEqual(0, networkVariableDeltaSent.BytesCount);
bool found = false;
foreach (var networkVariableDeltaSent in metricValues)
{
if (nameof(NetworkVariableComponent.MyNetworkVariable) == networkVariableDeltaSent.Name &&
Client.LocalClientId == networkVariableDeltaSent.Connection.Id &&
0 != networkVariableDeltaSent.BytesCount)
{
found = true;
}
}
Assert.IsTrue(found);
}
[UnityTest]

View File

@@ -1,239 +0,0 @@
#if COM_UNITY_MODULES_ANIMATION
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
public class NetworkAnimatorTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
private GameObject m_PlayerOnServer;
private GameObject m_PlayerOnClient;
private Animator m_PlayerOnServerAnimator;
private Animator m_PlayerOnClientAnimator;
public NetworkAnimatorTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnCreatePlayerPrefab()
{
// ideally, we would build up the AnimatorController entirely in code and not need an asset,
// but after some attempts this doesn't seem readily doable. Instead, we load a controller
var controller = Resources.Load("TestAnimatorController") as RuntimeAnimatorController;
var animator = m_PlayerPrefab.AddComponent<Animator>();
animator.runtimeAnimatorController = controller;
var networkAnimator = m_PlayerPrefab.AddComponent<NetworkAnimator>();
networkAnimator.Animator = animator;
}
protected override IEnumerator OnServerAndClientsConnected()
{
m_PlayerOnServer = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject;
m_PlayerOnServerAnimator = m_PlayerOnServerAnimator = m_PlayerOnServer.GetComponent<Animator>();
m_PlayerOnClient = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject;
m_PlayerOnClientAnimator = m_PlayerOnClient.GetComponent<Animator>();
return base.OnServerAndClientsConnected();
}
// helper function to scan an animator and verify a given clip is present
private bool HasClip(Animator animator, string clipName)
{
var clips = new List<AnimatorClipInfo>();
animator.GetCurrentAnimatorClipInfo(0, clips);
foreach (var clip in clips)
{
if (clip.clip.name == clipName)
{
return true;
}
}
return false;
}
[UnityTest]
public IEnumerator AnimationTriggerReset([Values(true, false)] bool asHash)
{
// We have "UnboundTrigger" purposely not bound to any animations so we can test resetting.
// If we used a trigger that was bound to a transition, then the trigger would reset as soon as the
// transition happens. This way it will stay stuck on
string triggerString = "UnboundTrigger";
int triggerHash = Animator.StringToHash(triggerString);
// Verify trigger is off
Assert.True(m_PlayerOnServerAnimator.GetBool(triggerString) == false);
Assert.True(m_PlayerOnClientAnimator.GetBool(triggerString) == false);
// trigger.
if (asHash)
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerHash);
}
else
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerString);
}
// verify trigger is set for client and server
yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnServerAnimator.GetBool(triggerHash) : m_PlayerOnServerAnimator.GetBool(triggerString));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on server trigger set check");
yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnClientAnimator.GetBool(triggerHash) : m_PlayerOnClientAnimator.GetBool(triggerString));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on client trigger set check");
// reset the trigger
if (asHash)
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().ResetTrigger(triggerHash);
}
else
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().ResetTrigger(triggerString);
}
// verify trigger is reset for client and server
yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnServerAnimator.GetBool(triggerHash) == false : m_PlayerOnServerAnimator.GetBool(triggerString) == false);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on server reset check");
yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnClientAnimator.GetBool(triggerHash) == false : m_PlayerOnClientAnimator.GetBool(triggerString) == false);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on client reset check");
}
[UnityTest]
public IEnumerator AnimationStateSyncTest()
{
// check that we have started in the default state
Assert.True(m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
Assert.True(m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
// cause a change to the AlphaState state by setting AlphaParameter, which is
// the variable bound to the transition from default to AlphaState (see the TestAnimatorController asset)
m_PlayerOnServerAnimator.SetBool("AlphaParameter", true);
// ...and now we should be in the AlphaState having triggered the AlphaParameter
yield return WaitForConditionOrTimeOut(() => m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("AlphaState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() => m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("AlphaState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to sync its animation state from the server");
}
[UnityTest]
public IEnumerator AnimationLayerStateSyncTest()
{
int layer = 1;
// check that we have started in the default state
Assert.True(m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(layer).IsName("DefaultStateLayer2"));
Assert.True(m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(layer).IsName("DefaultStateLayer2"));
// cause a change to the AlphaState state by setting AlphaParameter, which is
// the variable bound to the transition from default to AlphaState (see the TestAnimatorController asset)
m_PlayerOnServerAnimator.SetBool("Layer2AlphaParameter", true);
// ...and now we should be in the AlphaState having triggered the AlphaParameter
yield return WaitForConditionOrTimeOut(() => m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(layer).IsName("Layer2AlphaState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() => m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(layer).IsName("Layer2AlphaState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to sync its animation state from the server");
}
[UnityTest]
public IEnumerator AnimationLayerWeightTest()
{
int layer = 1;
float targetWeight = 0.333f;
// check that we have started in the default state
Assert.True(Mathf.Approximately(m_PlayerOnServerAnimator.GetLayerWeight(layer), 1f));
Assert.True(Mathf.Approximately(m_PlayerOnClientAnimator.GetLayerWeight(layer), 1f));
m_PlayerOnServerAnimator.SetLayerWeight(layer, targetWeight);
// ...and now we should be in the AlphaState having triggered the AlphaParameter
yield return WaitForConditionOrTimeOut(() =>
Mathf.Approximately(m_PlayerOnServerAnimator.GetLayerWeight(layer), targetWeight)
);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() =>
Mathf.Approximately(m_PlayerOnClientAnimator.GetLayerWeight(layer), targetWeight)
);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
}
[UnityTest]
public IEnumerator AnimationStateSyncTriggerTest([Values(true, false)] bool asHash)
{
string triggerString = "TestTrigger";
int triggerHash = Animator.StringToHash(triggerString);
// check that we have started in the default state
Assert.True(m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
Assert.True(m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
// cause a change to the AlphaState state by setting TestTrigger
// note, we have a special test for triggers because activating triggers via the
// NetworkAnimator is special; for other parameters you set them on the Animator and NetworkAnimator
// listens. But because triggers are super short and transitory, we require users to call
// NetworkAnimator.SetTrigger so we don't miss it
if (asHash)
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerHash);
}
else
{
m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerString);
}
// ...and now we should be in the AlphaState having triggered the AlphaParameter
yield return WaitForConditionOrTimeOut(() => m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("TriggeredState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state via trigger");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() => m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("TriggeredState"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to sync its animation state from the server via trigger");
}
[UnityTest]
public IEnumerator AnimationStateSyncTestWithOverride()
{
// set up the animation override controller
var overrideController = Resources.Load("TestAnimatorOverrideController") as AnimatorOverrideController;
m_PlayerOnServer.GetComponent<Animator>().runtimeAnimatorController = overrideController;
m_PlayerOnClient.GetComponent<Animator>().runtimeAnimatorController = overrideController;
// in our default state, we should see the OverrideDefaultAnimation clip
Assert.True(HasClip(m_PlayerOnServerAnimator, "OverrideDefaultAnimation"));
Assert.True(HasClip(m_PlayerOnClientAnimator, "OverrideDefaultAnimation"));
// cause a change to the AlphaState state by setting AlphaParameter, which is
// the variable bound to the transition from default to AlphaState (see the TestAnimatorController asset)
m_PlayerOnServerAnimator.SetBool("AlphaParameter", true);
// ...and now we should be in the AlphaState having set the AlphaParameter
yield return WaitForConditionOrTimeOut(() => HasClip(m_PlayerOnServerAnimator, "OverrideAlphaAnimation"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its overriden animation state");
// ...and now the client should also have sync'd and arrived at the correct state
yield return WaitForConditionOrTimeOut(() => HasClip(m_PlayerOnServerAnimator, "OverrideAlphaAnimation"));
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to reach its overriden animation state");
}
}
}
#endif // COM_UNITY_MODULES_ANIMATION

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@@ -2,6 +2,7 @@ using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
using Unity.Netcode.Components;
namespace Unity.Netcode.RuntimeTests
{
@@ -21,6 +22,53 @@ namespace Unity.Netcode.RuntimeTests
public class SimpleNetworkBehaviour : NetworkBehaviour
{
public bool OnNetworkDespawnCalled;
public override void OnNetworkDespawn()
{
OnNetworkDespawnCalled = true;
base.OnNetworkDespawn();
}
}
protected override IEnumerator OnSetup()
{
m_AllowServerToStart = false;
return base.OnSetup();
}
/// <summary>
/// This validates the fix for when a child GameObject with a NetworkBehaviour
/// is deleted while the parent GameObject with a NetworkObject is spawned and
/// is not deleted until a later time would cause an exception due to the
/// NetworkBehaviour not being removed from the NetworkObject.ChildNetworkBehaviours
/// list.
/// </summary>
[UnityTest]
public IEnumerator ValidatedDisableddNetworkBehaviourWarning()
{
m_AllowServerToStart = true;
yield return s_DefaultWaitForTick;
// Now just start the Host
yield return StartServerAndClients();
var parentObject = new GameObject();
var childObject = new GameObject();
childObject.name = "ChildObject";
childObject.transform.parent = parentObject.transform;
var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
var childBehaviour = childObject.AddComponent<NetworkTransform>();
// Set the child object to be inactive in the hierarchy
childObject.SetActive(false);
LogAssert.Expect(LogType.Warning, $"{childObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during ownership assignment!");
LogAssert.Expect(LogType.Warning, $"{childObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during spawn!");
parentNetworkObject.Spawn();
yield return s_DefaultWaitForTick;
}
/// <summary>
@@ -42,6 +90,9 @@ namespace Unity.Netcode.RuntimeTests
// set the log level to developer
m_ServerNetworkManager.LogLevel = LogLevel.Developer;
// The only valid condition for this would be if the NetworkBehaviour is spawned.
simpleNetworkBehaviour.IsSpawned = true;
// Verify the warning gets logged under normal conditions
var isNull = simpleNetworkBehaviour.NetworkObject == null;
LogAssert.Expect(LogType.Warning, $"[Netcode] Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
@@ -57,5 +108,44 @@ namespace Unity.Netcode.RuntimeTests
networkObjectToTest.Despawn();
Object.Destroy(networkObjectToTest);
}
/// <summary>
/// This validates the fix for when a child GameObject with a NetworkBehaviour
/// is deleted while the parent GameObject with a NetworkObject is spawned and
/// is not deleted until a later time would cause an exception due to the
/// NetworkBehaviour not being removed from the NetworkObject.ChildNetworkBehaviours
/// list.
/// </summary>
[UnityTest]
public IEnumerator ValidateDeleteChildNetworkBehaviour()
{
m_AllowServerToStart = true;
yield return s_DefaultWaitForTick;
// Now just start the Host
yield return StartServerAndClients();
var parentObject = new GameObject();
var childObject = new GameObject();
childObject.transform.parent = parentObject.transform;
var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
childObject.AddComponent<SimpleNetworkBehaviour>();
parentNetworkObject.Spawn();
yield return s_DefaultWaitForTick;
// Destroy the child object with child NetworkBehaviour
Object.Destroy(childObject);
yield return s_DefaultWaitForTick;
// Assure no log messages are logged when they should not be logged
LogAssert.NoUnexpectedReceived();
// Destroy the parent object which should not cause any exceptions
// (validating the fix)
Object.Destroy(parentObject);
}
}
}

View File

@@ -50,7 +50,7 @@ namespace Unity.Netcode.RuntimeTests
public NetworkVariable<int> MyNetworkVariable;
private void Start()
private void Awake()
{
MyNetworkVariable = new NetworkVariable<int>();
MyNetworkVariable.OnValueChanged += Changed;

File diff suppressed because it is too large Load Diff

View File

@@ -15,17 +15,6 @@ namespace Unity.Netcode.RuntimeTests
public bool FieldWritten;
public bool DeltaRead;
public bool FieldRead;
public bool Dirty = false;
public override void ResetDirty()
{
Dirty = false;
}
public override bool IsDirty()
{
return Dirty;
}
public override void WriteDelta(FastBufferWriter writer)
{
@@ -138,12 +127,12 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client side DummyNetBehaviour to register it was spawned!");
// Check that FieldWritten is written when dirty
serverComponent.NetVar.Dirty = true;
serverComponent.NetVar.SetDirty(true);
yield return s_DefaultWaitForTick;
Assert.True(serverComponent.NetVar.FieldWritten);
// Check that DeltaWritten is written when dirty
serverComponent.NetVar.Dirty = true;
serverComponent.NetVar.SetDirty(true);
yield return s_DefaultWaitForTick;
Assert.True(serverComponent.NetVar.DeltaWritten);

View File

@@ -14,6 +14,7 @@ namespace Unity.Netcode.RuntimeTests
{
public NetworkVariable<Vector3> OwnerWritable_Position = new NetworkVariable<Vector3>(Vector3.one, NetworkVariableBase.DefaultReadPerm, NetworkVariableWritePermission.Owner);
public NetworkVariable<Vector3> ServerWritable_Position = new NetworkVariable<Vector3>(Vector3.one, NetworkVariableBase.DefaultReadPerm, NetworkVariableWritePermission.Server);
public NetworkVariable<Vector3> OwnerReadWrite_Position = new NetworkVariable<Vector3>(Vector3.one, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Owner);
}
[TestFixtureSource(nameof(TestDataSource))]
@@ -104,6 +105,42 @@ namespace Unity.Netcode.RuntimeTests
return true;
}
private bool CheckOwnerReadWriteAreEqualOnOwnerAndServer()
{
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompServer = testObjServer.GetComponent<NetVarPermTestComp>();
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
if (testObjServer.OwnerClientId == testObjClient.OwnerClientId &&
testCompServer.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value &&
testCompServer.OwnerReadWrite_Position.ReadPerm == testCompClient.ServerWritable_Position.ReadPerm &&
testCompServer.OwnerReadWrite_Position.WritePerm == testCompClient.ServerWritable_Position.WritePerm)
{
return true;
}
}
return false;
}
private bool CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(NetVarPermTestComp ownerReadWriteObject)
{
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
var testObjClient = clientNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
if (testObjClient.OwnerClientId != ownerReadWriteObject.OwnerClientId ||
ownerReadWriteObject.OwnerReadWrite_Position.Value == testCompClient.ServerWritable_Position.Value ||
ownerReadWriteObject.OwnerReadWrite_Position.ReadPerm != testCompClient.ServerWritable_Position.ReadPerm ||
ownerReadWriteObject.OwnerReadWrite_Position.WritePerm != testCompClient.ServerWritable_Position.WritePerm)
{
return false;
}
}
return true;
}
[UnityTest]
public IEnumerator ServerChangesOwnerWritableNetVar()
{
@@ -164,6 +201,44 @@ namespace Unity.Netcode.RuntimeTests
yield return WaitForOwnerWritableAreEqualOnAll();
}
/// <summary>
/// This tests the scenario where a client owner has both read and write
/// permissions set. The server should be the only instance that can read
/// the NetworkVariable. ServerCannotChangeOwnerWritableNetVar performs
/// the same check to make sure the server cannot write to a client owner
/// NetworkVariable with owner write permissions.
/// </summary>
[UnityTest]
public IEnumerator ClientOwnerWithReadWriteChangesNetVar()
{
yield return WaitForOwnerWritableAreEqualOnAll();
var testObjServer = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_TestObjId];
int clientManagerIndex = m_ClientNetworkManagers.Length - 1;
var newOwnerClientId = m_ClientNetworkManagers[clientManagerIndex].LocalClientId;
testObjServer.ChangeOwnership(newOwnerClientId);
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 2);
yield return WaitForOwnerWritableAreEqualOnAll();
var testObjClient = m_ClientNetworkManagers[clientManagerIndex].SpawnManager.SpawnedObjects[m_TestObjId];
var testCompClient = testObjClient.GetComponent<NetVarPermTestComp>();
var oldValue = testCompClient.OwnerReadWrite_Position.Value;
var newValue = oldValue + new Vector3(Random.Range(0, 100.0f), Random.Range(0, 100.0f), Random.Range(0, 100.0f));
testCompClient.OwnerWritable_Position.Value = newValue;
yield return WaitForPositionsAreEqual(testCompClient.OwnerWritable_Position, newValue);
// Verify the client owner and server match
yield return CheckOwnerReadWriteAreEqualOnOwnerAndServer();
// Verify the non-owner clients do not have the same Value but do have the same permissions
yield return CheckOwnerReadWriteAreNotEqualOnNonOwnerClients(testCompClient);
}
[UnityTest]
public IEnumerator ClientCannotChangeServerWritableNetVar()
{

View File

@@ -0,0 +1,103 @@
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
// This is a bit of a quirky test.
// Addresses MTT-4386 #2109
// Where the NetworkVariable updates would be repeated on some clients.
// The twist comes fom the updates needing to happens very specifically for the issue to repro in tests
public class OwnerModifiedObject : NetworkBehaviour, INetworkUpdateSystem
{
public NetworkList<int> MyNetworkList;
static internal int Updates = 0;
private void Awake()
{
MyNetworkList = new NetworkList<int>(new List<int>(), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
MyNetworkList.OnListChanged += Changed;
}
public void Changed(NetworkListEvent<int> listEvent)
{
var expected = 0;
var listString = "";
foreach (var i in MyNetworkList)
{
Assert.AreEqual(i, expected);
expected++;
listString += i.ToString();
}
Debug.Log($"[{NetworkManager.LocalClientId}] Value changed to {listString}");
Updates++;
}
public bool AddValues;
public NetworkUpdateStage NetworkUpdateStageToCheck;
private int m_ValueToUpdate;
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
if (updateStage == NetworkUpdateStageToCheck)
{
if (AddValues)
{
MyNetworkList.Add(m_ValueToUpdate++);
AddValues = false;
}
}
}
public override void OnDestroy()
{
NetworkUpdateLoop.UnregisterAllNetworkUpdates(this);
base.OnDestroy();
}
public void InitializeLastCient()
{
NetworkUpdateLoop.RegisterAllNetworkUpdates(this);
}
}
public class OwnerModifiedTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<OwnerModifiedObject>();
}
[UnityTest]
public IEnumerator OwnerModifiedTest()
{
// We use this to assure we are the "last client" connected.
yield return CreateAndStartNewClient();
var ownerModLastClient = m_ClientNetworkManagers[2].LocalClient.PlayerObject.GetComponent<OwnerModifiedObject>();
ownerModLastClient.InitializeLastCient();
// Run through all update loops setting the value once every 5 frames
foreach (var updateLoopType in System.Enum.GetValues(typeof(NetworkUpdateStage)))
{
ownerModLastClient.NetworkUpdateStageToCheck = (NetworkUpdateStage)updateLoopType;
Debug.Log($"Testing Update Stage: {ownerModLastClient.NetworkUpdateStageToCheck}");
ownerModLastClient.AddValues = true;
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
}
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
// We'll have at least one update per stage per client, if all goes well.
Assert.True(OwnerModifiedObject.Updates > 20);
}
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -10,21 +10,19 @@ namespace Unity.Netcode.RuntimeTests
{
public class TransformInterpolationObject : NetworkBehaviour
{
// Set the minimum threshold which we will use as our margin of error
public const float MinThreshold = 0.001f;
public bool CheckPosition;
public bool IsMoving;
public bool IsFixed;
private void Update()
{
// Since the local position is transformed from local to global and vice-versa on the server and client
// it may accumulate some error. We allow an error of 0.01 over the range of 1000 used in this test.
// This requires precision to 5 digits, so it doesn't weaken the test, while preventing spurious failures
const float maxRoundingError = 0.01f;
// Check the position of the nested object on the client
if (CheckPosition)
{
if (transform.position.y < -maxRoundingError || transform.position.y > 100.0f + maxRoundingError)
if (transform.position.y < -MinThreshold || transform.position.y > 100.0f + MinThreshold)
{
Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0");
}
@@ -65,7 +63,8 @@ namespace Unity.Netcode.RuntimeTests
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("InterpTestObject");
m_PrefabToSpawn.AddComponent<NetworkTransform>();
var networkTransform = m_PrefabToSpawn.AddComponent<NetworkTransform>();
networkTransform.PositionThreshold = TransformInterpolationObject.MinThreshold;
m_PrefabToSpawn.AddComponent<TransformInterpolationObject>();
}
@@ -85,8 +84,6 @@ namespace Unity.Netcode.RuntimeTests
m_SpawnedObjectOnClient = s_GlobalNetworkObjects[clientId][m_SpawnedAsNetworkObject.NetworkObjectId];
// make sure the objects are set with the right network manager
m_SpawnedObjectOnClient.NetworkManagerOwner = m_ClientNetworkManagers[0];
}
[UnityTest]

View File

@@ -457,5 +457,26 @@ namespace Unity.Netcode.RuntimeTests
yield return null;
}
[UnityTest]
public IEnumerator ReliablePayloadsCanBeLargerThanMaximum()
{
InitializeTransport(out m_Server, out m_ServerEvents);
InitializeTransport(out m_Client1, out m_Client1Events);
m_Server.StartServer();
m_Client1.StartClient();
yield return WaitForNetworkEvent(NetworkEvent.Connect, m_Client1Events);
var payloadSize = UnityTransport.InitialMaxPayloadSize + 1;
var data = new ArraySegment<byte>(new byte[payloadSize]);
m_Server.Send(m_Client1.ServerClientId, data, NetworkDelivery.Reliable);
yield return WaitForNetworkEvent(NetworkEvent.Data, m_Client1Events);
yield return null;
}
}
}

View File

@@ -16,6 +16,9 @@
"optionalUnityReferences": [
"TestAssemblies"
],
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [
{
"name": "com.unity.multiplayer.tools",

View File

@@ -2,22 +2,19 @@
"name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "1.0.0",
"version": "1.0.2",
"unity": "2020.3",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.10.1",
"com.unity.transport": "1.1.0"
},
"_upm": {
"changelog": "### Changed\n\n- Changed version to 1.0.0. (#2046)"
"com.unity.transport": "1.2.0"
},
"upmCi": {
"footprint": "382d762a40cdcb42ebaf495e373effb00362baf1"
"footprint": "01764b7751e27d1e2af672c49cec3ed5691b53b7"
},
"repository": {
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
"type": "git",
"revision": "fddb7cd920e1db9e49d44846d7121e38f59bd137"
"revision": "fe0c300aa691f31d2aec1d4b73e2971f28122d3b"
},
"samples": [
{