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)
98 lines
3.6 KiB
C#
98 lines
3.6 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.Transports.UTP;
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using Unity.Networking.Transport;
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using Unity.Networking.Transport.Utilities;
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using UnityEngine;
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using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
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using UTPNetworkEvent = Unity.Networking.Transport.NetworkEvent;
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namespace Unity.Netcode.RuntimeTests
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{
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// Thin wrapper around a UTP NetworkDriver that can act as a client to a UnityTransport server.
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// In particular that means the pipelines are set up the same way as in UnityTransport.
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//
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// The only reason it's defined as a MonoBehaviour is that OnDestroy is the only reliable way
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// to get the driver's Dispose method called from a UnityTest. Making it disposable would be
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// the preferred solution, but that doesn't always mesh well with coroutines.
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internal class UnityTransportDriverClient : MonoBehaviour
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{
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private NetworkDriver m_Driver;
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public NetworkDriver Driver => m_Driver;
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private NetworkConnection m_Connection;
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private NetworkPipeline m_UnreliableSequencedPipeline;
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private NetworkPipeline m_ReliableSequencedPipeline;
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private NetworkPipeline m_ReliableSequencedFragmentedPipeline;
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public NetworkPipeline UnreliableSequencedPipeline => m_UnreliableSequencedPipeline;
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public NetworkPipeline ReliableSequencedPipeline => m_ReliableSequencedPipeline;
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public NetworkPipeline ReliableSequencedFragmentedPipeline => m_ReliableSequencedFragmentedPipeline;
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private NetworkPipeline m_LastEventPipeline;
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public NetworkPipeline LastEventPipeline => m_LastEventPipeline;
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private void Awake()
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{
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var maxCap = UnityTransport.InitialMaxPayloadSize + 128;
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var settings = new NetworkSettings();
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settings.WithFragmentationStageParameters(payloadCapacity: maxCap);
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var fragParams = new FragmentationUtility.Parameters() { PayloadCapacity = maxCap };
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m_Driver = NetworkDriver.Create(settings);
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m_UnreliableSequencedPipeline = m_Driver.CreatePipeline(typeof(UnreliableSequencedPipelineStage));
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m_ReliableSequencedPipeline = m_Driver.CreatePipeline(typeof(ReliableSequencedPipelineStage));
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m_ReliableSequencedFragmentedPipeline = m_Driver.CreatePipeline(typeof(FragmentationPipelineStage), typeof(ReliableSequencedPipelineStage));
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}
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private void Update()
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{
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m_Driver.ScheduleUpdate().Complete();
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}
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private void OnDestroy()
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{
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if (m_Driver.IsCreated)
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{
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m_Driver.Dispose();
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}
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}
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public void Connect()
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{
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#if UTP_TRANSPORT_2_0_ABOVE
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var endpoint = NetworkEndpoint.LoopbackIpv4;
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#else
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var endpoint = NetworkEndPoint.LoopbackIpv4;
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#endif
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endpoint.Port = 7777;
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m_Connection = m_Driver.Connect(endpoint);
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}
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// Wait for the given event to be generated by the client's driver.
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public IEnumerator WaitForNetworkEvent(UTPNetworkEvent.Type type)
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{
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float startTime = Time.realtimeSinceStartup;
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while (Time.realtimeSinceStartup - startTime < MaxNetworkEventWaitTime)
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{
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UTPNetworkEvent.Type eventType = m_Driver.PopEvent(out _, out _, out m_LastEventPipeline);
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if (eventType != UTPNetworkEvent.Type.Empty)
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{
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Assert.AreEqual(type, eventType);
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yield break;
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}
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yield return null;
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}
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Assert.Fail("Timed out while waiting for network event.");
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}
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}
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}
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