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)
141 lines
5.8 KiB
C#
141 lines
5.8 KiB
C#
using System.Collections;
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using Unity.Netcode.Components;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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public class TransformInterpolationObject : NetworkBehaviour
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{
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public bool CheckPosition;
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public bool IsMoving;
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public bool IsFixed;
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private void Update()
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{
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// Since the local position is transformed from local to global and vice-versa on the server and client
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// it may accumulate some error. We allow an error of 0.01 over the range of 1000 used in this test.
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// This requires precision to 5 digits, so it doesn't weaken the test, while preventing spurious failures
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const float maxRoundingError = 0.01f;
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// Check the position of the nested object on the client
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if (CheckPosition)
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{
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if (transform.position.y < -maxRoundingError || transform.position.y > 100.0f + maxRoundingError)
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{
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Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0");
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}
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}
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// Move the nested object on the server
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if (IsMoving)
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{
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var y = Time.realtimeSinceStartup % 10.0f;
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// change the space between local and global every second
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GetComponent<NetworkTransform>().InLocalSpace = ((int)y % 2 == 0);
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transform.position = new Vector3(0.0f, y * 10, 0.0f);
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}
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// On the server, make sure to keep the parent object at a fixed position
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if (IsFixed)
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{
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transform.position = new Vector3(1000.0f, 1000.0f, 1000.0f);
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}
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}
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}
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public class TransformInterpolationTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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private GameObject m_PrefabToSpawn;
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private NetworkObject m_SpawnedAsNetworkObject;
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private NetworkObject m_SpawnedObjectOnClient;
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private NetworkObject m_BaseAsNetworkObject;
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private NetworkObject m_BaseOnClient;
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("InterpTestObject");
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m_PrefabToSpawn.AddComponent<NetworkTransform>();
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m_PrefabToSpawn.AddComponent<TransformInterpolationObject>();
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}
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private IEnumerator RefreshNetworkObjects()
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{
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var clientId = m_ClientNetworkManagers[0].LocalClientId;
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yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(clientId) &&
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s_GlobalNetworkObjects[clientId].ContainsKey(m_BaseAsNetworkObject.NetworkObjectId) &&
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s_GlobalNetworkObjects[clientId].ContainsKey(m_SpawnedAsNetworkObject.NetworkObjectId));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side {nameof(NetworkObject)} ID of {m_SpawnedAsNetworkObject.NetworkObjectId}");
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m_BaseOnClient = s_GlobalNetworkObjects[clientId][m_BaseAsNetworkObject.NetworkObjectId];
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// make sure the objects are set with the right network manager
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m_BaseOnClient.NetworkManagerOwner = m_ClientNetworkManagers[0];
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m_SpawnedObjectOnClient = s_GlobalNetworkObjects[clientId][m_SpawnedAsNetworkObject.NetworkObjectId];
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// make sure the objects are set with the right network manager
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m_SpawnedObjectOnClient.NetworkManagerOwner = m_ClientNetworkManagers[0];
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}
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[UnityTest]
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public IEnumerator TransformInterpolationTest()
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{
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// create an object
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var spawnedObject = Object.Instantiate(m_PrefabToSpawn);
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var baseObject = Object.Instantiate(m_PrefabToSpawn);
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baseObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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baseObject.GetComponent<NetworkObject>().Spawn();
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m_SpawnedAsNetworkObject = spawnedObject.GetComponent<NetworkObject>();
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m_SpawnedAsNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
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m_BaseAsNetworkObject = baseObject.GetComponent<NetworkObject>();
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m_BaseAsNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
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m_SpawnedAsNetworkObject.TrySetParent(baseObject);
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m_SpawnedAsNetworkObject.Spawn();
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yield return RefreshNetworkObjects();
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m_SpawnedAsNetworkObject.TrySetParent(baseObject);
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baseObject.GetComponent<TransformInterpolationObject>().IsFixed = true;
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spawnedObject.GetComponent<TransformInterpolationObject>().IsMoving = true;
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spawnedObject.GetComponent<NetworkTransform>().SetMaxInterpolationBound(1.0f);
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const float maxPlacementError = 0.01f;
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// Wait for the base object to place itself on both instances
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while (m_BaseOnClient.transform.position.y < 1000 - maxPlacementError ||
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m_BaseOnClient.transform.position.y > 1000 + maxPlacementError ||
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baseObject.transform.position.y < 1000 - maxPlacementError ||
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baseObject.transform.position.y > 1000 + maxPlacementError)
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{
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yield return new WaitForSeconds(0.01f);
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}
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m_SpawnedObjectOnClient.GetComponent<NetworkTransform>().SetMaxInterpolationBound(1.0f);
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m_SpawnedObjectOnClient.GetComponent<TransformInterpolationObject>().CheckPosition = true;
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// Test that interpolation works correctly for 10 seconds
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// Increasing this duration gives you the opportunity to go check in the Editor how the objects are setup
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// and how they move
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yield return new WaitForSeconds(10.0f);
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}
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}
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}
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