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)
302 lines
12 KiB
C#
302 lines
12 KiB
C#
using System;
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using System.Collections;
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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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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class NetworkManagerEventsTests
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{
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private NetworkManager m_ClientManager;
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private NetworkManager m_ServerManager;
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private NetworkManager m_NetworkManagerInstantiated;
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private bool m_Instantiated;
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private bool m_Destroyed;
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/// <summary>
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/// Validates the <see cref="NetworkManager.OnInstantiated"/> and <see cref="NetworkManager.OnDestroying"/> event notifications
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/// </summary>
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[UnityTest]
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public IEnumerator InstantiatedAndDestroyingNotifications()
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{
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NetworkManager.OnInstantiated += NetworkManager_OnInstantiated;
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NetworkManager.OnDestroying += NetworkManager_OnDestroying;
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var waitPeriod = new WaitForSeconds(0.01f);
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var prefab = new GameObject("InstantiateDestroy");
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var networkManagerPrefab = prefab.AddComponent<NetworkManager>();
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Assert.IsTrue(m_Instantiated, $"{nameof(NetworkManager)} prefab did not get instantiated event notification!");
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Assert.IsTrue(m_NetworkManagerInstantiated == networkManagerPrefab, $"{nameof(NetworkManager)} prefab parameter did not match!");
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m_Instantiated = false;
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m_NetworkManagerInstantiated = null;
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for (int i = 0; i < 3; i++)
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{
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var instance = Object.Instantiate(prefab);
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var networkManager = instance.GetComponent<NetworkManager>();
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Assert.IsTrue(m_Instantiated, $"{nameof(NetworkManager)} instance-{i} did not get instantiated event notification!");
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Assert.IsTrue(m_NetworkManagerInstantiated == networkManager, $"{nameof(NetworkManager)} instance-{i} parameter did not match!");
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Object.DestroyImmediate(instance);
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Assert.IsTrue(m_Destroyed, $"{nameof(NetworkManager)} instance-{i} did not get destroying event notification!");
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m_Instantiated = false;
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m_NetworkManagerInstantiated = null;
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m_Destroyed = false;
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}
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m_NetworkManagerInstantiated = networkManagerPrefab;
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Object.Destroy(prefab);
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yield return null;
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Assert.IsTrue(m_Destroyed, $"{nameof(NetworkManager)} prefab did not get destroying event notification!");
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NetworkManager.OnInstantiated -= NetworkManager_OnInstantiated;
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NetworkManager.OnDestroying -= NetworkManager_OnDestroying;
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}
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private void NetworkManager_OnInstantiated(NetworkManager networkManager)
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{
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m_Instantiated = true;
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m_NetworkManagerInstantiated = networkManager;
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}
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private void NetworkManager_OnDestroying(NetworkManager networkManager)
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{
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m_Destroyed = true;
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Assert.True(m_NetworkManagerInstantiated == networkManager, $"Destroying {nameof(NetworkManager)} and current instance is not a match for the one passed into the event!");
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}
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[UnityTest]
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public IEnumerator OnServerStoppedCalledWhenServerStops()
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{
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bool callbackInvoked = false;
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var gameObject = new GameObject(nameof(OnServerStoppedCalledWhenServerStops));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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Action<bool> onServerStopped = (bool wasAlsoClient) =>
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{
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callbackInvoked = true;
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Assert.IsFalse(wasAlsoClient);
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};
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// Start server to cause initialization process
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Assert.True(m_ServerManager.StartServer());
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Assert.True(m_ServerManager.IsListening);
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m_ServerManager.OnServerStopped += onServerStopped;
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m_ServerManager.Shutdown();
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Object.DestroyImmediate(gameObject);
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yield return WaitUntilManagerShutsdown();
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Assert.False(m_ServerManager.IsListening);
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Assert.True(callbackInvoked, "OnServerStopped wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientStoppedCalledWhenClientStops()
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{
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yield return InitializeServerAndAClient();
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bool callbackInvoked = false;
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Action<bool> onClientStopped = (bool wasAlsoServer) =>
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{
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callbackInvoked = true;
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Assert.IsFalse(wasAlsoServer);
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};
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m_ClientManager.OnClientStopped += onClientStopped;
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m_ClientManager.Shutdown();
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yield return WaitUntilManagerShutsdown();
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Assert.True(callbackInvoked, "OnClientStopped wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientAndServerStoppedCalledWhenHostStops()
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{
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var gameObject = new GameObject(nameof(OnClientAndServerStoppedCalledWhenHostStops));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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int callbacksInvoked = 0;
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Action<bool> onClientStopped = (bool wasAlsoServer) =>
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{
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callbacksInvoked++;
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Assert.IsTrue(wasAlsoServer);
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};
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Action<bool> onServerStopped = (bool wasAlsoClient) =>
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{
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callbacksInvoked++;
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Assert.IsTrue(wasAlsoClient);
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};
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// Start server to cause initialization process
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Assert.True(m_ServerManager.StartHost());
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Assert.True(m_ServerManager.IsListening);
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m_ServerManager.OnServerStopped += onServerStopped;
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m_ServerManager.OnClientStopped += onClientStopped;
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m_ServerManager.Shutdown();
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Object.DestroyImmediate(gameObject);
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yield return WaitUntilManagerShutsdown();
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Assert.False(m_ServerManager.IsListening);
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Assert.AreEqual(2, callbacksInvoked, "either OnServerStopped or OnClientStopped wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnServerStartedCalledWhenServerStarts()
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{
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var gameObject = new GameObject(nameof(OnServerStartedCalledWhenServerStarts));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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bool callbackInvoked = false;
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Action onServerStarted = () =>
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{
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callbackInvoked = true;
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if (!m_ServerManager.IsServer)
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{
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Assert.Fail("OnServerStarted called when the server is not active yet");
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}
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};
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// Start server to cause initialization process
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m_ServerManager.OnServerStarted += onServerStarted;
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Assert.True(m_ServerManager.StartServer());
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Assert.True(m_ServerManager.IsListening);
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yield return WaitUntilServerBufferingIsReady();
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Assert.True(callbackInvoked, "OnServerStarted wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientStartedCalledWhenClientStarts()
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{
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bool callbackInvoked = false;
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Action onClientStarted = () =>
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{
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callbackInvoked = true;
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if (!m_ClientManager.IsClient)
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{
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Assert.Fail("onClientStarted called when the client is not active yet");
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}
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};
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yield return InitializeServerAndAClient(onClientStarted);
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Assert.True(callbackInvoked, "OnClientStarted wasn't invoked");
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}
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[UnityTest]
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public IEnumerator OnClientAndServerStartedCalledWhenHostStarts()
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{
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var gameObject = new GameObject(nameof(OnClientAndServerStartedCalledWhenHostStarts));
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m_ServerManager = gameObject.AddComponent<NetworkManager>();
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// Set dummy transport that does nothing
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var transport = gameObject.AddComponent<DummyTransport>();
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m_ServerManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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int callbacksInvoked = 0;
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Action onClientStarted = () =>
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{
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callbacksInvoked++;
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};
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Action onServerStarted = () =>
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{
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callbacksInvoked++;
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};
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m_ServerManager.OnServerStarted += onServerStarted;
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m_ServerManager.OnClientStarted += onClientStarted;
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// Start server to cause initialization process
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Assert.True(m_ServerManager.StartHost());
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Assert.True(m_ServerManager.IsListening);
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yield return WaitUntilServerBufferingIsReady();
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Assert.AreEqual(2, callbacksInvoked, "either OnServerStarted or OnClientStarted wasn't invoked");
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}
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private IEnumerator WaitUntilManagerShutsdown()
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{
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/* Need two updates to actually shut down. First one to see the transport failing, which
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marks the NetworkManager as shutting down. Second one where actual shutdown occurs. */
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yield return null;
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yield return null;
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}
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private IEnumerator InitializeServerAndAClient(Action onClientStarted = null)
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{
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// Create multiple NetworkManager instances
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if (!NetcodeIntegrationTestHelpers.Create(1, out m_ServerManager, out NetworkManager[] clients, 30))
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{
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Debug.LogError("Failed to create instances");
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Assert.Fail("Failed to create instances");
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}
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// passing no clients on purpose to start them manually later
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NetcodeIntegrationTestHelpers.Start(false, m_ServerManager, new NetworkManager[] { });
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yield return WaitUntilServerBufferingIsReady();
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m_ClientManager = clients[0];
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if (onClientStarted != null)
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{
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m_ClientManager.OnClientStarted += onClientStarted;
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}
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Assert.True(m_ClientManager.StartClient());
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NetcodeIntegrationTestHelpers.RegisterHandlers(clients[0]);
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// Wait for connection on client side
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
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}
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private IEnumerator WaitUntilServerBufferingIsReady()
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{
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/* wait until at least more than 2 server ticks have passed
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Note: Waiting for more than 2 ticks on the server is due
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to the time system applying buffering to the received time
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in NetworkTimeSystem.Sync */
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yield return new WaitUntil(() => m_ServerManager.NetworkTickSystem.ServerTime.Tick > 2);
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}
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[UnityTearDown]
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public virtual IEnumerator Teardown()
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{
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NetcodeIntegrationTestHelpers.Destroy();
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if (m_ServerManager != null)
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{
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m_ServerManager.ShutdownInternal();
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Object.DestroyImmediate(m_ServerManager);
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m_ServerManager = null;
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}
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if (m_ClientManager != null)
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{
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m_ClientManager.ShutdownInternal();
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Object.DestroyImmediate(m_ClientManager);
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m_ClientManager = null;
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}
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yield return null;
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}
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}
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}
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