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). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
243 lines
9.6 KiB
C#
243 lines
9.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class HiddenVariableTest : NetworkBehaviour
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{
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}
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internal class HiddenVariableObject : NetworkBehaviour
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{
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public static List<NetworkObject> ClientInstancesSpawned = new List<NetworkObject>();
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public NetworkVariable<int> MyNetworkVariable = new NetworkVariable<int>();
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public NetworkList<int> MyNetworkList = new NetworkList<int>();
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public static Dictionary<ulong, int> ValueOnClient = new Dictionary<ulong, int>();
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public static int ExpectedSize = 0;
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public static int SpawnCount = 0;
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public static bool EnableVerbose;
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public static void VerboseDebug(string message)
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{
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if (!EnableVerbose)
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{
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return;
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}
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Debug.Log(message);
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}
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public override void OnNetworkSpawn()
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{
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if (!IsServer)
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{
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ClientInstancesSpawned.Add(NetworkObject);
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}
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VerboseDebug($"{nameof(HiddenVariableObject)}.{nameof(OnNetworkSpawn)}() with value {MyNetworkVariable.Value}");
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MyNetworkVariable.OnValueChanged += Changed;
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MyNetworkList.OnListChanged += ListChanged;
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SpawnCount++;
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base.OnNetworkSpawn();
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}
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public override void OnNetworkDespawn()
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{
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if (!IsServer)
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{
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ClientInstancesSpawned.Remove(NetworkObject);
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}
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base.OnNetworkDespawn();
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}
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public void Changed(int before, int after)
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{
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VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkVariable] Value changed from {before} to {after}");
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ValueOnClient[NetworkManager.LocalClientId] = after;
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}
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public void ListChanged(NetworkListEvent<int> listEvent)
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{
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VerboseDebug($"[Client-{NetworkManager.LocalClientId}][{name}][MyNetworkList] ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
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Debug.Assert(ExpectedSize == MyNetworkList.Count, $"[{name}] List change failure! Expected Count: {ExpectedSize} Actual Count:{MyNetworkList.Count}");
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}
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}
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internal class HiddenVariableTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 4;
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private NetworkObject m_NetSpawnedObject;
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private List<NetworkObject> m_NetSpawnedObjectOnClient = new List<NetworkObject>();
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private GameObject m_TestNetworkPrefab;
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<HiddenVariableTest>();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_TestNetworkPrefab = CreateNetworkObjectPrefab("MyTestObject");
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m_TestNetworkPrefab.AddComponent<HiddenVariableObject>();
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}
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public IEnumerator WaitForSpawnCount(int targetCount)
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{
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var endTime = Time.realtimeSinceStartup + 1.0;
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while (HiddenVariableObject.SpawnCount != targetCount &&
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Time.realtimeSinceStartup < endTime)
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{
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yield return new WaitForSeconds(0.01f);
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}
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}
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public bool VerifyLists()
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{
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NetworkList<int> prev = null;
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int numComparison = 0;
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var prevObject = (NetworkObject)null;
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// for all the instances of NetworkList
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foreach (var networkObject in m_NetSpawnedObjectOnClient)
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{
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// this skips despawned/hidden objects
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if (networkObject != null)
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{
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// if we've seen another one before
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if (prev != null)
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{
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var curr = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
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// check that the two lists are identical
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if (curr.Count != prev.Count)
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{
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return false;
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}
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for (int index = 0; index < curr.Count; index++)
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{
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if (curr[index] != prev[index])
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{
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return false;
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}
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}
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numComparison++;
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}
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prevObject = networkObject;
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// store the list
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prev = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
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}
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}
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return true;
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}
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public IEnumerator RefreshGameObects(int numberToExpect)
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{
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yield return WaitForConditionOrTimeOut(() => numberToExpect == HiddenVariableObject.ClientInstancesSpawned.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for total spawned count to reach {numberToExpect} but is currently {HiddenVariableObject.ClientInstancesSpawned.Count}");
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m_NetSpawnedObjectOnClient = HiddenVariableObject.ClientInstancesSpawned;
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}
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private bool CheckValueOnClient(ulong otherClientId, int value)
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{
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foreach (var id in m_ServerNetworkManager.ConnectedClientsIds)
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{
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if (id != otherClientId)
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{
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if (!HiddenVariableObject.ValueOnClient.ContainsKey(id) || HiddenVariableObject.ValueOnClient[id] != value)
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{
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return false;
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}
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}
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}
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return true;
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}
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private IEnumerator SetAndCheckValueSet(ulong otherClientId, int value)
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{
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yield return WaitForConditionOrTimeOut(() => CheckValueOnClient(otherClientId, value));
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to have a value of {value}");
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yield return WaitForConditionOrTimeOut(VerifyLists);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to have identical values!");
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VerboseDebug("Value changed");
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}
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[UnityTest]
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public IEnumerator HiddenVariableTest()
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{
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HiddenVariableObject.EnableVerbose = m_EnableVerboseDebug;
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HiddenVariableObject.SpawnCount = 0;
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HiddenVariableObject.ValueOnClient.Clear();
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HiddenVariableObject.ExpectedSize = 0;
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HiddenVariableObject.SpawnCount = 0;
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VerboseDebug("Running test");
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// ==== Spawn object with ownership on one client
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var client = m_ServerNetworkManager.ConnectedClientsList[1];
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var otherClient = m_ServerNetworkManager.ConnectedClientsList[2];
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m_NetSpawnedObject = SpawnObject(m_TestNetworkPrefab, m_ClientNetworkManagers[1]).GetComponent<NetworkObject>();
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yield return RefreshGameObects(NumberOfClients);
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// === Check spawn occurred
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yield return WaitForSpawnCount(NumberOfClients + 1);
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AssertOnTimeout($"Timed out waiting for all clients to spawn {m_NetSpawnedObject.name}");
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Debug.Assert(HiddenVariableObject.SpawnCount == NumberOfClients + 1);
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VerboseDebug("Objects spawned");
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// ==== Set the NetworkVariable value to 2
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HiddenVariableObject.ExpectedSize = 1;
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HiddenVariableObject.SpawnCount = 0;
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var currentValueSet = 2;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
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yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
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// ==== Hide our object to a different client
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HiddenVariableObject.ExpectedSize = 2;
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m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
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currentValueSet = 3;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
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yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
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// ==== Show our object again to this client
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HiddenVariableObject.ExpectedSize = 3;
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m_NetSpawnedObject.NetworkShow(otherClient.ClientId);
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// ==== Wait for object to be spawned
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yield return WaitForSpawnCount(1);
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Debug.Assert(HiddenVariableObject.SpawnCount == 1);
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VerboseDebug("Object spawned");
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// ==== We need a refresh for the newly re-spawned object
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yield return RefreshGameObects(NumberOfClients);
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currentValueSet = 4;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
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yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
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// ==== Hide our object to that different client again, and then destroy it
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m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
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yield return new WaitForSeconds(0.2f);
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m_NetSpawnedObject.Despawn();
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yield return new WaitForSeconds(0.2f);
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}
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}
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}
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