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.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
160 lines
6.2 KiB
C#
160 lines
6.2 KiB
C#
using System.Text.RegularExpressions;
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using NUnit.Framework;
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using Unity.Netcode.Editor;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.EditorTests
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{
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internal class NetworkObjectTests
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{
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[Test]
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public void NetworkManagerOverrideTest()
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{
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// Create "bait"
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var singletonNetworkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>();
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singletonNetworkManager.SetSingleton();
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// Create override
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var networkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>();
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// NetworkObject
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var gameObject = new GameObject(nameof(NetworkManagerOverrideTest));
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var networkObject = gameObject.AddComponent<NetworkObject>();
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// Set override
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networkObject.NetworkManagerOwner = networkManager;
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Debug.Assert(networkObject.NetworkManager == networkManager);
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Object.DestroyImmediate(singletonNetworkManager.gameObject);
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Object.DestroyImmediate(networkManager.gameObject);
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Object.DestroyImmediate(gameObject);
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}
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[Test]
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[TestCase(0)]
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[TestCase(1)]
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[TestCase(2)]
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public void GetBehaviourIndexNone(int index)
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{
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var gameObject = new GameObject(nameof(GetBehaviourIndexNone));
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var networkObject = gameObject.AddComponent<NetworkObject>();
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LogAssert.Expect(LogType.Error, new Regex(".*out of bounds.*"));
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Assert.That(networkObject.GetNetworkBehaviourAtOrderIndex((ushort)index), Is.Null);
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// Cleanup
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Object.DestroyImmediate(gameObject);
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}
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[Test]
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public void GetBehaviourIndexOne()
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{
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var gameObject = new GameObject(nameof(GetBehaviourIndexOne));
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var networkObject = gameObject.AddComponent<NetworkObject>();
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var networkBehaviour = gameObject.AddComponent<EmptyNetworkBehaviour>();
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LogAssert.Expect(LogType.Error, new Regex(".*out of bounds.*"));
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Assert.That(networkObject.GetNetworkBehaviourAtOrderIndex(0), Is.EqualTo(networkBehaviour));
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Assert.That(networkObject.GetNetworkBehaviourAtOrderIndex(1), Is.Null);
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// Cleanup
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Object.DestroyImmediate(gameObject);
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}
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/// <summary>
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/// Verifies that a NetworkObject component that is positioned after a NetworkBehaviour component will
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/// be migrated to a component index value that is before the lowest NetworkBehaviour component index value.
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/// (The lowest NetworkBehaviour component's index value will also change when this happens)
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/// </summary>
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[Test]
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public void NetworkObjectComponentOrder()
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{
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var gameObject = new GameObject(nameof(GetBehaviourIndexOne));
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// Add the Networkbehaviour first
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var networkBehaviour = gameObject.AddComponent<EmptyNetworkBehaviour>();
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// Add an empty MonoBehaviour inbetween the NetworkBehaviour and NetworkObject
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gameObject.AddComponent<EmptyMonoBehaviour>();
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// Add the NetworkObject
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var networkObject = gameObject.AddComponent<NetworkObject>();
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var componentIndices = GetIndices(gameObject);
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// Verify the NetworkObject procedes the NetworkBehaviour
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Assert.True(componentIndices.NetworkObjectIndex > componentIndices.NetworkBehaviourIndex, $"[Initial Setup] NetworkObject index ({componentIndices.NetworkObjectIndex}) is not greater than the NetworkBehaviour index ({componentIndices.NetworkBehaviourIndex})!");
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// Force-Invoke the CheckForNetworkObject method in order to verify the NetworkObject is moved
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NetworkBehaviourEditor.CheckForNetworkObject(gameObject);
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var adjustedIndices = GetIndices(gameObject);
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Assert.True(ValidateComponentIndices(componentIndices, GetIndices(gameObject)), "NetworkObject did not get migrated below the NetworkBehaviour!");
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// Cleanup
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Object.DestroyImmediate(gameObject);
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}
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private bool ValidateComponentIndices(ComponentIndices previous, ComponentIndices current)
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{
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if (previous.NetworkObjectIndex != current.NetworkObjectIndex && previous.NetworkBehaviourIndex != current.NetworkBehaviourIndex)
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{
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if (current.NetworkObjectIndex < previous.NetworkObjectIndex && current.NetworkObjectIndex < current.NetworkBehaviourIndex)
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{
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return true;
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}
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}
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return false;
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}
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private ComponentIndices GetIndices(GameObject gameObject)
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{
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// Get the index/order values for the added NetworkBehaviour and NetworkObject
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var components = gameObject.GetComponents<MonoBehaviour>();
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var componentIndices = new ComponentIndices()
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{
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NetworkObjectIndex = -1,
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NetworkBehaviourIndex = -1
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};
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for (int i = 0; i < components.Length; i++)
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{
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if (componentIndices.NetworkObjectIndex != -1 && componentIndices.NetworkBehaviourIndex != -1)
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{
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break;
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}
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var component = components[i];
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var networkObjectComponent = component as NetworkObject;
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if (networkObjectComponent != null)
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{
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componentIndices.NetworkObjectIndex = i;
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continue;
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}
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var networkBehaviourComponent = component as EmptyNetworkBehaviour;
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if (networkBehaviourComponent != null)
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{
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componentIndices.NetworkBehaviourIndex = i;
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continue;
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}
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}
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return componentIndices;
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}
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private struct ComponentIndices
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{
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public int NetworkObjectIndex;
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public int NetworkBehaviourIndex;
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}
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internal class EmptyNetworkBehaviour : NetworkBehaviour
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{
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}
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internal class EmptyMonoBehaviour : MonoBehaviour
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{
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}
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}
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}
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