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.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
83 lines
3.7 KiB
C#
83 lines
3.7 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests.Physics
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{
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public class NetworkRigidbody2DDynamicTest : NetworkRigidbody2DTestBase
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{
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public override bool Kinematic => false;
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}
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public class NetworkRigidbody2DKinematicTest : NetworkRigidbody2DTestBase
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{
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public override bool Kinematic => true;
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}
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public abstract class NetworkRigidbody2DTestBase : BaseMultiInstanceTest
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{
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protected override int NbClients => 1;
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public abstract bool Kinematic { get; }
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[UnitySetUp]
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public override IEnumerator Setup()
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{
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yield return StartSomeClientsAndServerWithPlayers(true, NbClients, playerPrefab =>
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{
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playerPrefab.AddComponent<NetworkTransform>();
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playerPrefab.AddComponent<Rigidbody2D>();
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playerPrefab.AddComponent<NetworkRigidbody2D>();
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playerPrefab.GetComponent<Rigidbody2D>().interpolation = RigidbodyInterpolation2D.Interpolate;
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playerPrefab.GetComponent<Rigidbody2D>().isKinematic = Kinematic;
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});
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}
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/// <summary>
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/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator TestRigidbodyKinematicEnableDisable()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER*
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var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
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var serverPlayer = serverClientPlayerResult.Result.gameObject;
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
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var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
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var clientPlayer = clientClientPlayerResult.Result.gameObject;
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Assert.IsNotNull(serverPlayer);
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Assert.IsNotNull(clientPlayer);
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yield return NetworkRigidbodyTestBase.WaitForFrames(5);
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// server rigidbody has authority and should have a kinematic mode of false
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Assert.True(serverPlayer.GetComponent<Rigidbody2D>().isKinematic == Kinematic);
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Assert.AreEqual(RigidbodyInterpolation2D.Interpolate, serverPlayer.GetComponent<Rigidbody2D>().interpolation);
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// client rigidbody has no authority and should have a kinematic mode of true
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Assert.True(clientPlayer.GetComponent<Rigidbody2D>().isKinematic);
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Assert.AreEqual(RigidbodyInterpolation2D.None, clientPlayer.GetComponent<Rigidbody2D>().interpolation);
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// despawn the server player, (but keep it around on the server)
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serverPlayer.GetComponent<NetworkObject>().Despawn(false);
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yield return NetworkRigidbodyTestBase.WaitForFrames(5);
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// This should equal Kinematic
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Assert.IsTrue(serverPlayer.GetComponent<Rigidbody2D>().isKinematic == Kinematic);
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yield return NetworkRigidbodyTestBase.WaitForFrames(5);
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Assert.IsTrue(clientPlayer == null); // safety check that object is actually despawned.
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}
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}
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}
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