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.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
170 lines
7.4 KiB
C#
170 lines
7.4 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.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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public class NetworkSpawnManagerTests : NetcodeIntegrationTest
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{
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private ulong serverSideClientId => NetworkManager.ServerClientId;
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private ulong clientSideClientId => m_ClientNetworkManagers[0].LocalClientId;
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private ulong otherClientSideClientId => m_ClientNetworkManagers[1].LocalClientId;
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protected override int NumberOfClients => 2;
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public NetworkSpawnManagerTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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[Test]
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public void TestServerCanAccessItsOwnPlayer()
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{
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// server can access its own player
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var serverSideServerPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(serverSideClientId);
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Assert.NotNull(serverSideServerPlayerObject);
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Assert.AreEqual(serverSideClientId, serverSideServerPlayerObject.OwnerClientId);
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}
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/// <summary>
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/// Test was converted from a Test to UnityTest so distributed authority mode will pass this test.
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/// In distributed authority mode, client-side player spawning is enabled by default which requires
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/// all client (including DAHost) instances to wait for all players to be spawned.
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/// </summary>
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[UnityTest]
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public IEnumerator TestServerCanAccessOtherPlayers()
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{
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yield return null;
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// server can access other players
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var serverSideClientPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(clientSideClientId);
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Assert.NotNull(serverSideClientPlayerObject);
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Assert.AreEqual(clientSideClientId, serverSideClientPlayerObject.OwnerClientId);
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var serverSideOtherClientPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(otherClientSideClientId);
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Assert.NotNull(serverSideOtherClientPlayerObject);
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Assert.AreEqual(otherClientSideClientId, serverSideOtherClientPlayerObject.OwnerClientId);
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}
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[Test]
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public void TestClientCantAccessServerPlayer()
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{
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if (m_DistributedAuthority)
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{
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VerboseDebug($"Ignoring test: Clients have access to other player objects in {m_SessionModeType} mode.");
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return;
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}
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// client can't access server player
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Assert.Throws<NotServerException>(() =>
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{
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m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(serverSideClientId);
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});
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}
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[Test]
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public void TestClientCanAccessOwnPlayer()
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{
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// client can access own player
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var clientSideClientPlayerObject = m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(clientSideClientId);
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Assert.NotNull(clientSideClientPlayerObject);
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Assert.AreEqual(clientSideClientId, clientSideClientPlayerObject.OwnerClientId);
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}
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[Test]
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public void TestClientCanAccessOtherPlayer()
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{
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if (!m_DistributedAuthority)
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{
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VerboseDebug($"Ignoring test: Clients do not have access to other player objects in {m_SessionModeType} mode.");
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return;
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}
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var otherClientPlayer = m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(otherClientSideClientId);
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Assert.NotNull(otherClientPlayer, $"Failed to obtain Client{otherClientSideClientId}'s player object!");
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}
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[Test]
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public void TestClientCantAccessOtherPlayer()
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{
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if (m_DistributedAuthority)
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{
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VerboseDebug($"Ignoring test: Clients have access to other player objects in {m_SessionModeType} mode.");
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return;
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}
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// client can't access other player
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Assert.Throws<NotServerException>(() =>
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{
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m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(otherClientSideClientId);
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});
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}
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[Test]
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public void TestServerGetsNullValueIfInvalidId()
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{
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// server gets null value if invalid id
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var nullPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(9999);
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Assert.Null(nullPlayer);
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}
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[Test]
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public void TestServerCanUseGetLocalPlayerObject()
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{
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// test server can use GetLocalPlayerObject
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var serverSideServerPlayerObject = m_ServerNetworkManager.SpawnManager.GetLocalPlayerObject();
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Assert.NotNull(serverSideServerPlayerObject);
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Assert.AreEqual(serverSideClientId, serverSideServerPlayerObject.OwnerClientId);
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}
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[Test]
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public void TestClientCanUseGetLocalPlayerObject()
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{
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// test client can use GetLocalPlayerObject
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var clientSideClientPlayerObject = m_ClientNetworkManagers[0].SpawnManager.GetLocalPlayerObject();
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Assert.NotNull(clientSideClientPlayerObject);
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Assert.AreEqual(clientSideClientId, clientSideClientPlayerObject.OwnerClientId);
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}
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private bool m_ClientDisconnected;
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[UnityTest]
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public IEnumerator TestConnectAndDisconnect()
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{
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// test when client connects, player object is now available
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yield return CreateAndStartNewClient();
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var newClientNetworkManager = m_ClientNetworkManagers[NumberOfClients];
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var newClientLocalClientId = newClientNetworkManager.LocalClientId;
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// test new client can get that itself locally
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var newPlayerObject = newClientNetworkManager.SpawnManager.GetLocalPlayerObject();
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Assert.NotNull(newPlayerObject);
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Assert.AreEqual(newClientLocalClientId, newPlayerObject.OwnerClientId);
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// test server can get that new client locally
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var serverSideNewClientPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(newClientLocalClientId);
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Assert.NotNull(serverSideNewClientPlayer);
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Assert.AreEqual(newClientLocalClientId, serverSideNewClientPlayer.OwnerClientId);
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// test when client disconnects, player object no longer available.
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var nbConnectedClients = m_ServerNetworkManager.ConnectedClients.Count;
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m_ClientDisconnected = false;
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newClientNetworkManager.OnClientDisconnectCallback += ClientNetworkManager_OnClientDisconnectCallback;
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m_ServerNetworkManager.DisconnectClient(newClientLocalClientId);
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yield return WaitForConditionOrTimeOut(() => m_ClientDisconnected);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client to disconnect");
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// Call this to clean up NetcodeIntegrationTestHelpers
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NetcodeIntegrationTestHelpers.StopOneClient(newClientNetworkManager);
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Assert.AreEqual(m_ServerNetworkManager.ConnectedClients.Count, nbConnectedClients - 1);
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serverSideNewClientPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(newClientLocalClientId);
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Assert.Null(serverSideNewClientPlayer);
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}
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private void ClientNetworkManager_OnClientDisconnectCallback(ulong obj)
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{
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m_ClientDisconnected = true;
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}
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}
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}
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