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)
196 lines
7.4 KiB
C#
196 lines
7.4 KiB
C#
using System.Collections;
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using System.Linq;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class IntegrationTestUpdated : NetcodeIntegrationTest
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{
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private GameObject m_MyNetworkPrefab;
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protected override int NumberOfClients => 1;
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protected override void OnServerAndClientsCreated()
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{
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m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
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m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
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}
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protected override IEnumerator OnServerAndClientsConnected()
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{
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SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
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yield return base.OnServerAndClientsConnected();
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}
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[UnityTest]
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public IEnumerator MyFirstIntegationTest()
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{
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// Check the condition for this test and automatically handle varying processing
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// environments and conditions
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#if UNITY_2023_1_OR_NEWER
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yield return WaitForConditionOrTimeOut(() =>
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Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where(
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(c) => c.IsSpawned).Count() == 2);
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#else
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yield return WaitForConditionOrTimeOut(() =>
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Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
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(c) => c.IsSpawned).Count() == 2);
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#endif
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
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"to be detected!");
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}
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}
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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internal class IntegrationTestExtended : NetcodeIntegrationTest
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{
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private GameObject m_MyNetworkPrefab;
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protected override int NumberOfClients => 1;
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protected override void OnServerAndClientsCreated()
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{
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m_MyNetworkPrefab = CreateNetworkObjectPrefab("Object");
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m_MyNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
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}
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public IntegrationTestExtended(HostOrServer hostOrServer) : base(hostOrServer) { }
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protected override IEnumerator OnServerAndClientsConnected()
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{
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SpawnObject(m_MyNetworkPrefab, m_ServerNetworkManager);
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yield return base.OnServerAndClientsConnected();
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}
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[UnityTest]
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public IEnumerator MyFirstIntegationTest()
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{
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// Check the condition for this test and automatically handle varying processing
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// environments and conditions
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#if UNITY_2023_1_OR_NEWER
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yield return WaitForConditionOrTimeOut(() =>
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Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where(
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(c) => c.IsSpawned).Count() == 2);
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#else
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yield return WaitForConditionOrTimeOut(() =>
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Object.FindObjectsOfType<NetworkVisibilityComponent>().Where(
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(c) => c.IsSpawned).Count() == 2);
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#endif
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for instances " +
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"to be detected!");
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}
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}
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internal class ExampleTestComponent : NetworkBehaviour
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{
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}
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internal class IntegrationTestPlayers : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 5;
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<ExampleTestComponent>();
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}
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protected override IEnumerator OnServerAndClientsConnected()
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{
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return base.OnServerAndClientsConnected();
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}
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[Test]
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public void TestClientRelativePlayers()
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{
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// Check that all instances have the ExampleTestComponent
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foreach (var clientRelativePlayers in m_PlayerNetworkObjects)
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{
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foreach (var playerInstance in clientRelativePlayers.Value)
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{
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var player = playerInstance.Value;
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Assert.NotNull(player.GetComponent<ExampleTestComponent>());
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}
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}
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// Confirm Player ID 1 on Client ID 4 is not the local player
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Assert.IsFalse(m_PlayerNetworkObjects[4][1].IsLocalPlayer);
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// Confirm Player ID 4 on Client ID 4 is the local player
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Assert.IsTrue(m_PlayerNetworkObjects[4][4].IsLocalPlayer);
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// Confirm Player ID 0 on Client ID 0 (host) NetworkManager is the server
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Assert.IsTrue(m_PlayerNetworkObjects[0][0].NetworkManager.IsServer);
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// Confirm Player ID 0 on Client ID 4 (client) NetworkManager is not the server
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Assert.IsFalse(m_PlayerNetworkObjects[4][0].NetworkManager.IsServer);
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}
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}
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internal class SpawnTest : NetworkBehaviour
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{
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public static int TotalSpawned;
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public override void OnNetworkSpawn() { TotalSpawned++; }
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public override void OnNetworkDespawn() { TotalSpawned--; }
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}
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internal class IntegrationTestSpawning : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 2;
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private GameObject m_NetworkPrefabToSpawn;
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private int m_NumberToSpawn = 5;
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protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
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{
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return NetworkManagerInstatiationMode.AllTests;
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}
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protected override void OnServerAndClientsCreated()
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{
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m_NetworkPrefabToSpawn = CreateNetworkObjectPrefab("TrackingTest");
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m_NetworkPrefabToSpawn.gameObject.AddComponent<SpawnTest>();
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}
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protected override IEnumerator OnServerAndClientsConnected()
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{
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SpawnObjects(m_NetworkPrefabToSpawn, m_ServerNetworkManager, m_NumberToSpawn);
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return base.OnServerAndClientsConnected();
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}
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[UnityTest]
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[Order(1)]
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public IEnumerator TestRelativeNetworkObjects()
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{
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var expected = m_NumberToSpawn * TotalClients;
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// Wait for all clients to have spawned all instances
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yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == expected);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
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$"spawn! Total Spawned: {SpawnTest.TotalSpawned}");
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var client1Relative = s_GlobalNetworkObjects[1].Values.Where((c) =>
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c.gameObject.GetComponent<SpawnTest>() != null);
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foreach (var networkObject in client1Relative)
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{
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var testComp = networkObject.GetComponent<SpawnTest>();
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// Confirm each one is owned by the server
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Assert.IsTrue(testComp.IsOwnedByServer, $"{testComp.name} is not owned" +
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$" by the server!");
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}
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}
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[UnityTest]
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[Order(2)]
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public IEnumerator TestDespawnNetworkObjects()
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{
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var serverRelative = s_GlobalNetworkObjects[0].Values.Where((c) =>
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c.gameObject.GetComponent<SpawnTest>() != null).ToList();
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foreach (var networkObject in serverRelative)
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{
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networkObject.Despawn();
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}
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// Wait for all clients to have spawned all instances
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yield return WaitForConditionOrTimeOut(() => SpawnTest.TotalSpawned == 0);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all to " +
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$"despawn! Total Spawned: {SpawnTest.TotalSpawned}");
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}
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}
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}
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