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)
102 lines
3.8 KiB
C#
102 lines
3.8 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 the time and tick system are initialized properly
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/// </summary>
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internal class TimeInitializationTest
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{
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private int m_ClientTickCounter;
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private int m_ConnectedTick;
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private NetworkManager m_Client;
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[UnityTest]
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public IEnumerator TestClientTimeInitializationOnConnect([Values(0, 1f)] float serverStartDelay, [Values(0, 1f)] float clientStartDelay, [Values(true, false)] bool isHost)
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{
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// Create multiple NetworkManager instances
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if (!NetcodeIntegrationTestHelpers.Create(1, out NetworkManager server, 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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yield return new WaitForSeconds(serverStartDelay);
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NetcodeIntegrationTestHelpers.Start(false, server, new NetworkManager[] { }); // passing no clients on purpose to start them manually later
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// 0 ticks should have passed
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var serverTick = server.NetworkTickSystem.ServerTime.Tick;
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Assert.AreEqual(0, serverTick);
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// server time should be 0
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Assert.AreEqual(0, server.NetworkTickSystem.ServerTime.Time);
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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(() => server.NetworkTickSystem.ServerTime.Tick > 2);
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var serverTimePassed = server.NetworkTickSystem.ServerTime.Time;
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var expectedServerTickCount = Mathf.FloorToInt((float)(serverTimePassed * 30));
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var ticksPassed = server.NetworkTickSystem.ServerTime.Tick - serverTick;
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Assert.AreEqual(expectedServerTickCount, ticksPassed);
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yield return new WaitForSeconds(clientStartDelay);
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Assert.AreEqual(1, clients.Length);
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m_Client = clients[0];
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Assert.Null(m_Client.NetworkTickSystem);
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m_Client.OnClientConnectedCallback += ClientOnOnClientConnectedCallback;
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var clientStartRealTime = Time.time;
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m_Client.StartClient();
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NetcodeIntegrationTestHelpers.RegisterHandlers(clients[0]);
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m_Client.NetworkTickSystem.Tick += NetworkTickSystemOnTick;
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m_ClientTickCounter = 0;
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// Wait for connection on client side
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yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients);
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var clientStartRealTimeDuration = Time.time - clientStartRealTime;
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var clientStartRealTickDuration = Mathf.FloorToInt(clientStartRealTimeDuration * 30);
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// check tick is initialized with server value
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Assert.AreNotEqual(0, m_ConnectedTick);
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Assert.True(m_ClientTickCounter <= clientStartRealTickDuration);
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yield return null;
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}
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private void NetworkTickSystemOnTick()
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{
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//Debug.Log(m_Client.NetworkTickSystem.ServerTime.Tick);
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m_ClientTickCounter++;
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}
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private void ClientOnOnClientConnectedCallback(ulong id)
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{
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// client connected to server
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m_ConnectedTick = m_Client.NetworkTickSystem.ServerTime.Tick;
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//Debug.Log($"Connected tick: {m_ConnectedTick}");
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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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yield return null;
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}
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}
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}
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