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)
204 lines
8.8 KiB
C#
204 lines
8.8 KiB
C#
#if !MULTIPLAYER_TOOLS
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using System;
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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 the times of two clients connecting to a server using the SIPTransport (returns 50ms RTT but has no latency simulation)
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/// </summary>
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public class TimeIntegrationTest : NetcodeIntegrationTest
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{
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private const double k_AdditionalTimeTolerance = 0.3333d; // magic number and in theory not needed but without this mac os test fail in Yamato because it looks like we get random framerate drops during unit test.
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private NetworkTimeState m_ServerState;
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private NetworkTimeState m_Client1State;
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private NetworkTimeState m_Client2State;
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protected override int NumberOfClients => 2;
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protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
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{
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return NetworkManagerInstatiationMode.DoNotCreate;
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}
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private void UpdateTimeStates()
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{
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m_ServerState = new NetworkTimeState(m_ServerNetworkManager);
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m_Client1State = new NetworkTimeState(m_ClientNetworkManagers[0]);
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m_Client2State = new NetworkTimeState(m_ClientNetworkManagers[1]);
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}
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[UnityTest]
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[TestCase(60, 30u, ExpectedResult = null)]
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[TestCase(30, 30u, ExpectedResult = null)]
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[TestCase(40, 30u, ExpectedResult = null)]
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[TestCase(10, 30u, ExpectedResult = null)]
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[TestCase(60, 60u, ExpectedResult = null)]
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[TestCase(60, 10u, ExpectedResult = null)]
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public IEnumerator TestTimeIntegrationTest(int targetFrameRate, uint tickRate)
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{
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yield return StartSomeClientsAndServerWithPlayersCustom(true, NumberOfClients, targetFrameRate, tickRate);
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var additionalTimeTolerance = k_AdditionalTimeTolerance;
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// Mac can dip down below 10fps when set at a 10fps range (i.e. known to hit as low as 8.85 fps)
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// With the really low frame rate, add some additional time tolerance
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if (targetFrameRate == 10)
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{
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additionalTimeTolerance += 0.0333333333333f;
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}
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double frameInterval = 1d / targetFrameRate;
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double tickInterval = 1d / tickRate;
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var server = m_ServerNetworkManager;
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var firstClient = m_ClientNetworkManagers[0];
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var secondClient = m_ClientNetworkManagers[1];
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// increase the buffer time of client 2 // the values for client 1 are 0.0333/0.0333 here
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secondClient.NetworkTimeSystem.LocalBufferSec = 0.2;
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secondClient.NetworkTimeSystem.ServerBufferSec = 0.1;
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UpdateTimeStates();
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// wait for a few ticks to pass
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for (int i = 0; i < 4; i++)
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{
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yield return s_DefaultWaitForTick;
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}
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var framesToRun = 3d / frameInterval;
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var waitForNextFrame = new WaitForFixedUpdate();
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for (int i = 0; i < framesToRun; i++)
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{
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// Assure we wait for 1 frame to get the current frame time to check for low frame rates relative to expected frame rates
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yield return waitForNextFrame;
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// Adjust the time tolerance based on slower than expected FPS
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var currentFPS = 1.0f / Time.deltaTime;
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var fpsAdjustment = 1.0f;
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var currentAdjustment = additionalTimeTolerance;
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if (currentFPS < targetFrameRate)
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{
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// Get the % slower and increase the time tolerance based on that %
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var fpsDelta = targetFrameRate - currentFPS;
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fpsAdjustment = 1.0f / fpsDelta;
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currentAdjustment += additionalTimeTolerance * fpsAdjustment;
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}
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UpdateTimeStates();
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// compares whether client times have the correct offset to server
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m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
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m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
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// compares the two client times, only difference should be based on buffering.
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m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + currentAdjustment);
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}
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}
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protected override IEnumerator OnTearDown()
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{
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// Always "shutdown in a tear-down" otherwise you can cause all proceeding tests to fail
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ShutdownAndCleanUp();
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yield return base.OnTearDown();
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}
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// This is from NetcodeIntegrationTest but we need a custom version of this to modifiy the config
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private IEnumerator StartSomeClientsAndServerWithPlayersCustom(bool useHost, int nbClients, int targetFrameRate, uint tickRate)
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{
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// Create multiple NetworkManager instances
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if (!NetcodeIntegrationTestHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients, targetFrameRate))
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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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m_ClientNetworkManagers = clients;
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m_ServerNetworkManager = server;
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// Create playerPrefab
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m_PlayerPrefab = new GameObject("Player");
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NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
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/*
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* Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
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* In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
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* NetcodeIntegrationTestHelpers has a helper function that lets you mark a runtime created object to be
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* treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
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* at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
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*/
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// Make it a prefab
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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// Set the player prefab
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server.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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for (int i = 0; i < clients.Length; i++)
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{
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clients[i].NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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clients[i].NetworkConfig.TickRate = tickRate;
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}
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server.NetworkConfig.TickRate = tickRate;
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// Start the instances
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if (!NetcodeIntegrationTestHelpers.Start(useHost, server, clients))
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{
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Debug.LogError("Failed to start instances");
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Assert.Fail("Failed to start instances");
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}
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// Wait for connection on client and server side
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"Timed-out waiting for all clients to connect!");
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}
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private readonly struct NetworkTimeState : IEquatable<NetworkTimeState>
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{
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public NetworkTime LocalTime { get; }
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public NetworkTime ServerTime { get; }
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public NetworkTimeState(NetworkManager manager)
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{
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LocalTime = manager.NetworkTickSystem.LocalTime;
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ServerTime = manager.NetworkTickSystem.ServerTime;
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}
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public void AssertCheckDifference(NetworkTimeState clientState, double localBufferDifference, double serverBufferDifference, double tolerance)
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{
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var difLocalAbs = Math.Abs(clientState.LocalTime.Time - LocalTime.Time - localBufferDifference);
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var difServerAbs = Math.Abs(ServerTime.Time - clientState.ServerTime.Time - serverBufferDifference);
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Assert.True(difLocalAbs < tolerance, $"localtime difference: {difLocalAbs} bigger than tolerance: {tolerance}");
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Assert.True(difServerAbs < tolerance, $"servertime difference: {difServerAbs} bigger than tolerance: {tolerance}");
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}
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public bool Equals(NetworkTimeState other)
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{
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return LocalTime.Time.Equals(other.LocalTime.Time) && ServerTime.Time.Equals(other.ServerTime.Time);
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}
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public override bool Equals(object obj)
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{
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return obj is NetworkTimeState other && Equals(other);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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return (LocalTime.Time.GetHashCode() * 397) ^ ServerTime.Time.GetHashCode();
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}
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}
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}
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}
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}
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#endif
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