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). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
269 lines
10 KiB
C#
269 lines
10 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkShowHideTestComponent : NetworkBehaviour
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{
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}
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public class ShowHideObject : NetworkBehaviour
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{
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public static List<ShowHideObject> ClientTargetedNetworkObjects = new List<ShowHideObject>();
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public static ulong ClientIdToTarget;
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public static NetworkObject GetNetworkObjectById(ulong networkObjectId)
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{
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foreach (var entry in ClientTargetedNetworkObjects)
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{
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if (entry.NetworkObjectId == networkObjectId)
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{
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return entry.NetworkObject;
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}
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}
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return null;
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}
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public override void OnNetworkSpawn()
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{
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if (NetworkManager.LocalClientId == ClientIdToTarget)
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{
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ClientTargetedNetworkObjects.Add(this);
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}
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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 (ClientTargetedNetworkObjects.Contains(this))
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{
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ClientTargetedNetworkObjects.Remove(this);
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}
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base.OnNetworkDespawn();
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}
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public NetworkVariable<int> MyNetworkVariable;
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private void Start()
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{
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MyNetworkVariable = new NetworkVariable<int>();
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MyNetworkVariable.OnValueChanged += Changed;
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}
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public void Changed(int before, int after)
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{
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Debug.Log($"Value changed from {before} to {after}");
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}
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}
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public class NetworkShowHideTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 2;
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private ulong m_ClientId0;
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private GameObject m_PrefabToSpawn;
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private NetworkObject m_NetSpawnedObject1;
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private NetworkObject m_NetSpawnedObject2;
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private NetworkObject m_NetSpawnedObject3;
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private NetworkObject m_Object1OnClient0;
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private NetworkObject m_Object2OnClient0;
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private NetworkObject m_Object3OnClient0;
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protected override void OnCreatePlayerPrefab()
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{
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var networkTransform = m_PlayerPrefab.AddComponent<NetworkShowHideTestComponent>();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("ShowHideObject");
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m_PrefabToSpawn.AddComponent<ShowHideObject>();
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}
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// Check that the first client see them, or not, as expected
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private IEnumerator CheckVisible(bool isVisible)
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{
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int count = 0;
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do
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{
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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count++;
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if (count > 20)
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{
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// timeout waiting for object to reach the expect visibility
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Assert.Fail("timeout waiting for object to reach the expect visibility");
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break;
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}
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} while (m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
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m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
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m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
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m_Object1OnClient0.IsSpawned != isVisible ||
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m_Object2OnClient0.IsSpawned != isVisible ||
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m_Object3OnClient0.IsSpawned != isVisible
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);
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Debug.Assert(m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) == isVisible);
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Debug.Assert(m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) == isVisible);
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Debug.Assert(m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) == isVisible);
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Debug.Assert(m_Object1OnClient0.IsSpawned == isVisible);
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Debug.Assert(m_Object2OnClient0.IsSpawned == isVisible);
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Debug.Assert(m_Object3OnClient0.IsSpawned == isVisible);
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var clientNetworkManager = m_ClientNetworkManagers.Where((c) => c.LocalClientId == m_ClientId0).First();
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if (isVisible)
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{
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 3, $"Client-{clientNetworkManager.LocalClientId} should have 3 instances visible but only has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
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}
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else
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{
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 0, $"Client-{clientNetworkManager.LocalClientId} should have no visible instances but still has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
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}
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}
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// Set the 3 objects visibility
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private void Show(bool individually, bool visibility)
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{
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if (individually)
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{
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if (!visibility)
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{
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m_NetSpawnedObject1.NetworkHide(m_ClientId0);
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m_NetSpawnedObject2.NetworkHide(m_ClientId0);
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m_NetSpawnedObject3.NetworkHide(m_ClientId0);
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}
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else
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{
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m_NetSpawnedObject1.NetworkShow(m_ClientId0);
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m_NetSpawnedObject2.NetworkShow(m_ClientId0);
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m_NetSpawnedObject3.NetworkShow(m_ClientId0);
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}
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}
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else
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{
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var list = new List<NetworkObject>();
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list.Add(m_NetSpawnedObject1);
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list.Add(m_NetSpawnedObject2);
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list.Add(m_NetSpawnedObject3);
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if (!visibility)
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{
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NetworkObject.NetworkHide(list, m_ClientId0);
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}
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else
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{
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NetworkObject.NetworkShow(list, m_ClientId0);
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}
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}
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}
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private bool RefreshNetworkObjects()
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{
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m_Object1OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject1.NetworkObjectId);
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m_Object2OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject2.NetworkObjectId);
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m_Object3OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject3.NetworkObjectId);
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if (m_Object1OnClient0 == null || m_Object2OnClient0 == null || m_Object3OnClient0 == null)
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{
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return false;
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}
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Assert.True(m_Object1OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
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Assert.True(m_Object2OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
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Assert.True(m_Object3OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
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return true;
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}
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[UnityTest]
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public IEnumerator NetworkShowHideTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientId0;
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// create 3 objects
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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for (int mode = 0; mode < 2; mode++)
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{
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// get the NetworkObject on a client instance
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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// check object start visible
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yield return CheckVisible(true);
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// hide them on one client
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Show(mode == 0, false);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value = 3;
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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// verify they got hidden
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yield return CheckVisible(false);
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// show them to that client
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Show(mode == 0, true);
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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// verify they become visible
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yield return CheckVisible(true);
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}
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}
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[UnityTest]
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public IEnumerator NetworkShowHideQuickTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientId0;
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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for (int mode = 0; mode < 2; mode++)
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{
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// get the NetworkObject on a client instance
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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// check object start visible
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yield return CheckVisible(true);
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// hide and show them on one client, during the same frame
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Show(mode == 0, false);
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Show(mode == 0, true);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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// verify they become visible
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yield return CheckVisible(true);
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}
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}
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}
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}
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