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com.unity.netcode.gameobjects/Tests/Editor/NetworkManagerConfigurationTests.cs
Unity Technologies 0f7a30d285 com.unity.netcode.gameobjects@1.0.0-pre.10
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).

## [1.0.0-pre.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
2022-06-21 00:00:00 +00:00

117 lines
4.9 KiB
C#

using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.Editor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace Unity.Netcode.EditorTests
{
public class NetworkManagerConfigurationTests
{
/// <summary>
/// Does a simple check to make sure the nested network manager will
/// notify the user when in the editor. This is just a unit test to
/// validate this is functioning
/// </summary>
[Test]
public void NestedNetworkManagerCheck()
{
var parent = new GameObject("ParentObject");
var networkManagerObject = new GameObject(nameof(NestedNetworkManagerCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
// Make our NetworkManager's GameObject nested
networkManagerObject.transform.parent = parent.transform;
// Pre-generate the error message we are expecting to see
var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
// Trap for the nested NetworkManager exception
LogAssert.Expect(LogType.Error, messageToCheck);
// Since this is an in-editor test, we must force this invocation
NetworkManagerHelper.Singleton.NotifyUserOfNestedNetworkManager(networkManager, false, true);
// Clean up
Object.DestroyImmediate(parent);
}
public enum NetworkObjectPlacement
{
Root, // Added to the same root GameObject
Child // Added to a child GameObject
}
[Test]
public void NetworkObjectNotAllowed([Values] NetworkObjectPlacement networkObjectPlacement)
{
var gameObject = new GameObject(nameof(NetworkManager));
var targetforNetworkObject = gameObject;
if (networkObjectPlacement == NetworkObjectPlacement.Child)
{
var childGameObject = new GameObject($"{nameof(NetworkManager)}-Child");
childGameObject.transform.parent = targetforNetworkObject.transform;
targetforNetworkObject = childGameObject;
}
var networkManager = gameObject.AddComponent<NetworkManager>();
// Trap for the error message generated when a NetworkObject is discovered on the same GameObject or any children under it
LogAssert.Expect(LogType.Error, NetworkManagerHelper.Singleton.NetworkManagerAndNetworkObjectNotAllowedMessage());
// Add the NetworkObject
var networkObject = targetforNetworkObject.AddComponent<NetworkObject>();
// Since this is an in-editor test, we must force this invocation
NetworkManagerHelper.Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager, true);
// Validate that the NetworkObject has been removed
if (networkObjectPlacement == NetworkObjectPlacement.Root)
{
Assert.IsNull(networkManager.gameObject.GetComponent<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s GameObject!");
}
else
{
Assert.IsNull(networkManager.gameObject.GetComponentInChildren<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s child GameObject!");
}
// Clean up
Object.DestroyImmediate(gameObject);
}
[Test]
public void NestedNetworkObjectPrefabCheck()
{
// Setup
var networkManagerObject = new GameObject(nameof(NestedNetworkObjectPrefabCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig();
var parent = new GameObject("Parent").AddComponent<NetworkObject>();
var child = new GameObject("Child").AddComponent<NetworkObject>();
// Set parent
child.transform.SetParent(parent.transform);
// Make it a prefab, warning only applies to prefabs
networkManager.AddNetworkPrefab(parent.gameObject);
// Mark scene as dirty to ensure OnValidate actually runs
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
// Force OnValidate
networkManager.OnValidate();
// Expect a warning
LogAssert.Expect(LogType.Warning, $"[Netcode] {NetworkManager.PrefabDebugHelper(networkManager.NetworkConfig.NetworkPrefabs[0])} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)");
// Clean up
Object.DestroyImmediate(networkManagerObject);
Object.DestroyImmediate(parent);
}
}
}