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)
229 lines
9.0 KiB
C#
229 lines
9.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Collections;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine.TestTools;
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using Vector3 = UnityEngine.Vector3;
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namespace Unity.Netcode.RuntimeTests
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{
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public class RpcTests : NetcodeIntegrationTest
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{
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public class CompileTimeNoRpcsBaseClassTest : NetworkBehaviour
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{
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}
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public class CompileTimeHasRpcsChildClassDerivedFromNoRpcsBaseClassTest : CompileTimeNoRpcsBaseClassTest
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{
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[ServerRpc]
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public void SomeDummyServerRpc()
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{
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}
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}
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public class GenericRpcTestNB<T> : NetworkBehaviour where T : unmanaged
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{
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public event Action<T, ServerRpcParams> OnServer_Rpc;
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[ServerRpc]
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public void MyServerRpc(T clientId, ServerRpcParams param = default)
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{
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OnServer_Rpc(clientId, param);
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}
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}
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public class RpcTestNBFloat : GenericRpcTestNB<float>
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{
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}
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public class RpcTestNB : GenericRpcTestNB<ulong>
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{
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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public event Action<NativeList<ulong>, ServerRpcParams> OnNativeListServer_Rpc;
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#endif
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public event Action<Vector3, Vector3[],
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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NativeList<Vector3>,
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#endif
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FixedString32Bytes> OnTypedServer_Rpc;
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public event Action OnClient_Rpc;
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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[ServerRpc]
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public void MyNativeListServerRpc(NativeList<ulong> clientId, ServerRpcParams param = default)
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{
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OnNativeListServer_Rpc(clientId, param);
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}
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#endif
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[ClientRpc]
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public void MyClientRpc()
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{
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OnClient_Rpc();
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}
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[ServerRpc]
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public void MyTypedServerRpc(Vector3 param1, Vector3[] param2,
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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NativeList<Vector3> param3,
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#endif
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FixedString32Bytes param4)
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{
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OnTypedServer_Rpc(param1, param2,
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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param3,
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#endif
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param4);
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}
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}
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protected override int NumberOfClients => 1;
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<RpcTestNB>();
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m_PlayerPrefab.AddComponent<RpcTestNBFloat>();
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}
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[UnityTest]
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public IEnumerator TestRpcs()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER* RpcTestNB component
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var serverClientRpcTestNB = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
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var serverClientRpcTestNBFloat = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNBFloat>();
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER* RpcTestNB component
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var localClienRpcTestNB = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
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var localClienRpcTestNBFloat = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNBFloat>();
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// Setup state
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bool hasReceivedServerRpc = false;
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bool hasReceivedFloatServerRpc = false;
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bool hasReceivedTypedServerRpc = false;
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bool hasReceivedClientRpcRemotely = false;
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bool hasReceivedClientRpcLocally = false;
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var vector3 = new Vector3(1, 2, 3);
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Vector3[] vector3s = new[] { new Vector3(4, 5, 6), new Vector3(7, 8, 9) };
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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using var vector3sNativeList = new NativeList<Vector3>(Allocator.Persistent)
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{
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new Vector3(10, 11, 12),
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new Vector3(13, 14, 15)
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};
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#endif
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localClienRpcTestNB.OnClient_Rpc += () =>
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{
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VerboseDebug("ClientRpc received on client object");
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hasReceivedClientRpcRemotely = true;
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};
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localClienRpcTestNB.OnServer_Rpc += (clientId, param) =>
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{
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// The RPC invoked locally. (Weaver failure?)
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Assert.Fail("ServerRpc invoked locally. Weaver failure?");
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};
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localClienRpcTestNBFloat.OnServer_Rpc += (clientId, param) =>
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{
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// The RPC invoked locally. (Weaver failure?)
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Assert.Fail("ServerRpc (float) invoked locally. Weaver failure?");
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};
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serverClientRpcTestNB.OnServer_Rpc += (clientId, param) =>
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{
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VerboseDebug("ServerRpc received on server object");
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Assert.True(param.Receive.SenderClientId == clientId);
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hasReceivedServerRpc = true;
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};
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serverClientRpcTestNBFloat.OnServer_Rpc += (clientId, param) =>
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{
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VerboseDebug("ServerRpc (float) received on server object");
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Assert.True(param.Receive.SenderClientId == clientId);
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hasReceivedFloatServerRpc = true;
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};
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serverClientRpcTestNB.OnClient_Rpc += () =>
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{
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// The RPC invoked locally. (Weaver failure?)
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VerboseDebug("ClientRpc received on server object");
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hasReceivedClientRpcLocally = true;
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};
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var str = new FixedString32Bytes("abcdefg");
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serverClientRpcTestNB.OnTypedServer_Rpc += (param1, param2,
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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param3,
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#endif
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param4) =>
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{
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VerboseDebug("TypedServerRpc received on server object");
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Assert.AreEqual(param1, vector3);
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Assert.AreEqual(param2.Length, vector3s.Length);
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Assert.AreEqual(param2[0], vector3s[0]);
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Assert.AreEqual(param2[1], vector3s[1]);
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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Assert.AreEqual(param3.Length, vector3s.Length);
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Assert.AreEqual(param3[0], vector3sNativeList[0]);
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Assert.AreEqual(param3[1], vector3sNativeList[1]);
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#endif
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Assert.AreEqual(param4, str);
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hasReceivedTypedServerRpc = true;
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};
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// Send ServerRpc
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localClienRpcTestNB.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
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localClienRpcTestNBFloat.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
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// Send TypedServerRpc
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localClienRpcTestNB.MyTypedServerRpc(vector3, vector3s,
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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vector3sNativeList,
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#endif
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str);
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// Send ClientRpc
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serverClientRpcTestNB.MyClientRpc();
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// Validate each NetworkManager relative NetworkMessageManager received each respective RPC
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var messageHookList = new List<MessageHookEntry>();
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var serverMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
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serverMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(serverMessageHookEntry);
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var typedServerMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
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typedServerMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(typedServerMessageHookEntry);
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foreach (var client in m_ClientNetworkManagers)
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{
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var clientMessageHookEntry = new MessageHookEntry(client);
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clientMessageHookEntry.AssignMessageType<ClientRpcMessage>();
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messageHookList.Add(clientMessageHookEntry);
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}
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var rpcMessageHooks = new MessageHooksConditional(messageHookList);
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for messages: {rpcMessageHooks.GetHooksStillWaiting()}");
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// Make sure RPCs propagated all the way up and were called on the relative destination class instance
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yield return WaitForConditionOrTimeOut(() => hasReceivedServerRpc && hasReceivedClientRpcLocally && hasReceivedClientRpcRemotely && hasReceivedTypedServerRpc);
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Assert.True(hasReceivedServerRpc, "ServerRpc was not received");
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Assert.True(hasReceivedFloatServerRpc, "ServerRpc was not received");
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Assert.True(hasReceivedTypedServerRpc, "TypedServerRpc was not received");
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Assert.True(hasReceivedClientRpcLocally, "ClientRpc was not locally received on the server");
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Assert.True(hasReceivedClientRpcRemotely, "ClientRpc was not remotely received on the client");
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}
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}
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}
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