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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
124 lines
4.7 KiB
C#
124 lines
4.7 KiB
C#
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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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Tests that check OnNetworkDespawn being invoked
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/// </summary>
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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internal class NetworkObjectOnNetworkDespawnTests : NetcodeIntegrationTest
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{
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private const string k_ObjectName = "TestDespawn";
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public enum InstanceTypes
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{
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Server,
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Client
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}
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protected override int NumberOfClients => 1;
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private GameObject m_ObjectToSpawn;
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private NetworkObject m_NetworkObject;
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private HostOrServer m_HostOrServer;
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public NetworkObjectOnNetworkDespawnTests(HostOrServer hostOrServer) : base(hostOrServer)
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{
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m_HostOrServer = hostOrServer;
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}
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internal class OnNetworkDespawnTestComponent : NetworkBehaviour
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{
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public bool OnNetworkDespawnCalled { get; internal set; }
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public override void OnNetworkSpawn()
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{
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OnNetworkDespawnCalled = false;
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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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OnNetworkDespawnCalled = true;
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base.OnNetworkDespawn();
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}
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}
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protected override void OnServerAndClientsCreated()
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{
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m_ObjectToSpawn = CreateNetworkObjectPrefab(k_ObjectName);
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m_ObjectToSpawn.AddComponent<OnNetworkDespawnTestComponent>();
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base.OnServerAndClientsCreated();
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}
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private bool ObjectSpawnedOnAllNetworkManagerInstances()
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{
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if (!s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId))
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{
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return false;
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}
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if (!s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_NetworkObject.NetworkObjectId))
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{
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return false;
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}
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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if (!s_GlobalNetworkObjects.ContainsKey(clientNetworkManager.LocalClientId))
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{
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return false;
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}
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if (!s_GlobalNetworkObjects[clientNetworkManager.LocalClientId].ContainsKey(m_NetworkObject.NetworkObjectId))
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// This test validates that <see cref="NetworkBehaviour.OnNetworkDespawn"/> is invoked when the
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/// <see cref="NetworkManager"/> is shutdown.
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/// </summary>
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[UnityTest]
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public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceTypes.Server, InstanceTypes.Client)] InstanceTypes despawnCheck)
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{
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var networkManager = despawnCheck == InstanceTypes.Server ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
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var networkManagerOwner = m_ServerNetworkManager;
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if (m_DistributedAuthority)
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{
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networkManagerOwner = networkManager;
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}
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// Spawn the test object
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var spawnedObject = SpawnObject(m_ObjectToSpawn, networkManagerOwner);
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m_NetworkObject = spawnedObject.GetComponent<NetworkObject>();
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yield return WaitForConditionOrTimeOut(ObjectSpawnedOnAllNetworkManagerInstances);
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AssertOnTimeout($"Timed out waiting for all {nameof(NetworkManager)} instances to spawn {m_NetworkObject.name}!");
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// Get the spawned object relative to which NetworkManager instance we are testing.
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var relativeSpawnedObject = s_GlobalNetworkObjects[networkManager.LocalClientId][m_NetworkObject.NetworkObjectId];
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var onNetworkDespawnTestComponent = relativeSpawnedObject.GetComponent<OnNetworkDespawnTestComponent>();
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// Confirm it is not set before shutting down the NetworkManager
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Assert.IsFalse(onNetworkDespawnTestComponent.OnNetworkDespawnCalled, $"{nameof(OnNetworkDespawnTestComponent.OnNetworkDespawnCalled)} was set prior to shutting down!");
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// Shutdown the NetworkManager instance we are testing.
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networkManager.Shutdown();
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// Confirm that OnNetworkDespawn is invoked after shutdown
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yield return WaitForConditionOrTimeOut(() => onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
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AssertOnTimeout($"Timed out waiting for {nameof(NetworkObject)} instance to despawn on the {despawnCheck} side!");
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}
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}
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}
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