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). ## [1.1.0] - 2022-10-21 ### Added - Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261) - `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235) - IPv6 is now supported for direct connections when using `UnityTransport`. (#2232) - Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) - Added position, rotation, and scale to the `ParentSyncMessage` which provides users the ability to specify the final values on the server-side when `OnNetworkObjectParentChanged` is invoked just before the message is created (when the `Transform` values are applied to the message). (#2146) - Added `NetworkObject.TryRemoveParent` method for convenience purposes opposed to having to cast null to either `GameObject` or `NetworkObject`. (#2146) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.0. (#2231) - The send queues of `UnityTransport` are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the `MaxSendQueueSize` property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212) - As a consequence of the above change, the `UnityTransport.InitialMaxSendQueueSize` field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212) - The debug simulator in `UnityTransport` is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196) - `NetworkVariable<>` now supports managed `INetworkSerializable` types, as well as other managed types with serialization/deserialization delegates registered to `UserNetworkVariableSerialization<T>.WriteValue` and `UserNetworkVariableSerialization<T>.ReadValue` (#2219) - `NetworkVariable<>` and `BufferSerializer<BufferSerializerReader>` now deserialize `INetworkSerializable` types in-place, rather than constructing new ones. (#2219) ### Fixed - Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261) - Fixed issue caused when changing ownership of objects hidden to some clients (#2242) - Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239) - Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226) - Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225) - Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222) - Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222) - Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222) - Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220) - Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203) - Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199) - Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158) - Fixed warning resulting from a stray NetworkAnimator.meta file (#2153) - Fixed Connection Approval Timeout not working client side. (#2164) - Fixed issue where the `WorldPositionStays` parenting parameter was not being synchronized with clients. (#2146) - Fixed issue where parented in-scene placed `NetworkObject`s would fail for late joining clients. (#2146) - Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when `WorldPositionStays` was true. (#2146) - Fixed issue with `NetworkTransform.ApplyTransformToNetworkStateWithInfo` where it was not honoring axis sync settings when `NetworkTransformState.IsTeleportingNextFrame` was true. (#2146) - Fixed issue with `NetworkTransform.TryCommitTransformToServer` where it was not honoring the `InLocalSpace` setting. (#2146) - Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144) - Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142) - Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127) - Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127) - Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739) - Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171) - Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987) - Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
138 lines
5.7 KiB
C#
138 lines
5.7 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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// Set the minimum threshold which we will use as our margin of error
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public const float MinThreshold = 0.005f;
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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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// 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 < -MinThreshold || transform.position.y > 100.0f + MinThreshold)
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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. Current threshold is [+/- {MinThreshold}].");
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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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var networkTransform = m_PrefabToSpawn.AddComponent<NetworkTransform>();
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networkTransform.PositionThreshold = TransformInterpolationObject.MinThreshold;
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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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