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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
96 lines
3.9 KiB
C#
96 lines
3.9 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using NUnit.Framework;
|
|
using Unity.Netcode.Transports.UTP;
|
|
using Unity.Networking.Transport;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
public static class UnityTransportTestHelpers
|
|
{
|
|
// Half a second might seem like a very long time to wait for a network event, but in CI
|
|
// many of the machines are underpowered (e.g. old Android devices or Macs) and there are
|
|
// sometimes very high lag spikes. PS4 and Switch are particularly sensitive in this regard
|
|
// so we allow even more time for these platforms.
|
|
public const float MaxNetworkEventWaitTime = 0.5f;
|
|
|
|
// Wait for an event to appear in the given event list (must be the very next event).
|
|
public static IEnumerator WaitForNetworkEvent(NetworkEvent type, List<TransportEvent> events, float timeout = MaxNetworkEventWaitTime)
|
|
{
|
|
int initialCount = events.Count;
|
|
float startTime = Time.realtimeSinceStartup;
|
|
|
|
while (Time.realtimeSinceStartup - startTime < timeout)
|
|
{
|
|
if (events.Count > initialCount)
|
|
{
|
|
Assert.AreEqual(type, events[initialCount].Type);
|
|
yield break;
|
|
}
|
|
|
|
yield return new WaitForSeconds(0.01f);
|
|
}
|
|
|
|
Assert.Fail("Timed out while waiting for network event.");
|
|
}
|
|
|
|
// Common code to initialize a UnityTransport that logs its events.
|
|
public static void InitializeTransport(out UnityTransport transport, out List<TransportEvent> events,
|
|
int maxPayloadSize = UnityTransport.InitialMaxPayloadSize, int maxSendQueueSize = 0, NetworkFamily family = NetworkFamily.Ipv4)
|
|
{
|
|
var logger = new TransportEventLogger();
|
|
events = logger.Events;
|
|
|
|
transport = new GameObject().AddComponent<UnityTransport>();
|
|
|
|
transport.OnTransportEvent += logger.HandleEvent;
|
|
transport.MaxPayloadSize = maxPayloadSize;
|
|
transport.MaxSendQueueSize = maxSendQueueSize;
|
|
|
|
if (family == NetworkFamily.Ipv6)
|
|
{
|
|
transport.SetConnectionData("::1", 7777);
|
|
}
|
|
|
|
transport.Initialize();
|
|
}
|
|
|
|
// Information about an event generated by a transport (basically just the parameters that
|
|
// are normally passed along to a TransportEventDelegate).
|
|
public struct TransportEvent
|
|
{
|
|
public NetworkEvent Type;
|
|
public ulong ClientID;
|
|
public ArraySegment<byte> Data;
|
|
public float ReceiveTime;
|
|
}
|
|
// Utility class that logs events generated by a UnityTransport. Set it up by adding the
|
|
// HandleEvent method as an OnTransportEvent delegate of the transport. The list of events
|
|
// (in order in which they were generated) can be accessed through the Events property.
|
|
public class TransportEventLogger
|
|
{
|
|
private readonly List<TransportEvent> m_Events = new List<TransportEvent>();
|
|
public List<TransportEvent> Events => m_Events;
|
|
public void HandleEvent(NetworkEvent type, ulong clientID, ArraySegment<byte> data, float receiveTime)
|
|
{
|
|
// Copy the data since the backing array will be reused for future messages.
|
|
if (data != default(ArraySegment<byte>))
|
|
{
|
|
var dataCopy = new byte[data.Count];
|
|
Array.Copy(data.Array, data.Offset, dataCopy, 0, data.Count);
|
|
data = new ArraySegment<byte>(dataCopy);
|
|
}
|
|
m_Events.Add(new TransportEvent
|
|
{
|
|
Type = type,
|
|
ClientID = clientID,
|
|
Data = data,
|
|
ReceiveTime = receiveTime
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|