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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/NetworkObjectSpawnManyObjectsTests.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
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).

## [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)
2024-10-18 00:00:00 +00:00

73 lines
2.9 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(NetworkTopologyTypes.ClientServer)]
[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
internal class NetworkObjectSpawnManyObjectsTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
private const int k_SpawnedObjects = 1500;
private NetworkPrefab m_PrefabToSpawn;
public NetworkObjectSpawnManyObjectsTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
// Using this component assures we will know precisely how many prefabs were spawned on the client
internal class SpawnObjecTrackingComponent : NetworkBehaviour
{
public static int SpawnedObjects;
public override void OnNetworkSpawn()
{
if (!IsServer)
{
SpawnedObjects++;
}
}
}
protected override void OnServerAndClientsCreated()
{
SpawnObjecTrackingComponent.SpawnedObjects = 0;
// create prefab
var gameObject = new GameObject("TestObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
networkObject.IsSceneObject = false;
gameObject.AddComponent<SpawnObjecTrackingComponent>();
m_PrefabToSpawn = new NetworkPrefab() { Prefab = gameObject };
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_PrefabToSpawn);
foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.Prefabs.Add(m_PrefabToSpawn);
}
}
[UnityTest]
public IEnumerator WhenManyObjectsAreSpawnedAtOnce_AllAreReceived()
{
var timeStarted = Time.realtimeSinceStartup;
for (int x = 0; x < k_SpawnedObjects; x++)
{
NetworkObject serverObject = Object.Instantiate(m_PrefabToSpawn.Prefab).GetComponent<NetworkObject>();
serverObject.NetworkManagerOwner = m_ServerNetworkManager;
serverObject.Spawn();
}
var timeSpawned = Time.realtimeSinceStartup - timeStarted;
// Provide plenty of time to spawn all 1500 objects in case the CI VM is running slow
var timeoutHelper = new TimeoutHelper(30);
// ensure all objects are replicated
yield return WaitForConditionOrTimeOut(() => SpawnObjecTrackingComponent.SpawnedObjects == k_SpawnedObjects, timeoutHelper);
AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects! Time to spawn: {timeSpawned} | Time to timeout: {timeStarted - Time.realtimeSinceStartup}", timeoutHelper);
}
}
}