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)
115 lines
3.8 KiB
C#
115 lines
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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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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// This is a bit of a quirky test.
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// Addresses MTT-4386 #2109
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// Where the NetworkVariable updates would be repeated on some clients.
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// The twist comes fom the updates needing to happens very specifically for the issue to repro in tests
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internal class OwnerModifiedObject : NetworkBehaviour, INetworkUpdateSystem
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{
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public NetworkList<int> MyNetworkList;
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internal static int Updates = 0;
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public static bool EnableVerbose;
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private void Awake()
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{
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MyNetworkList = new NetworkList<int>(new List<int>(), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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MyNetworkList.OnListChanged += Changed;
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}
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public void Changed(NetworkListEvent<int> listEvent)
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{
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var expected = 0;
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var listString = "";
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foreach (var i in MyNetworkList)
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{
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Assert.AreEqual(i, expected);
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expected++;
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listString += i.ToString();
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}
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if (EnableVerbose)
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{
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Debug.Log($"[{NetworkManager.LocalClientId}] Value changed to {listString}");
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}
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Updates++;
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}
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public bool AddValues;
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public NetworkUpdateStage NetworkUpdateStageToCheck;
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private int m_ValueToUpdate;
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public void NetworkUpdate(NetworkUpdateStage updateStage)
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{
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if (updateStage == NetworkUpdateStageToCheck)
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{
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if (AddValues)
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{
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MyNetworkList.Add(m_ValueToUpdate++);
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AddValues = false;
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}
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}
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}
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public override void OnDestroy()
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{
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NetworkUpdateLoop.UnregisterAllNetworkUpdates(this);
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base.OnDestroy();
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}
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public void InitializeLastCient()
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{
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NetworkUpdateLoop.RegisterAllNetworkUpdates(this);
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}
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}
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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internal class OwnerModifiedTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 2;
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public OwnerModifiedTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<OwnerModifiedObject>();
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}
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[UnityTest]
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public IEnumerator OwnerModifiedTest()
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{
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OwnerModifiedObject.EnableVerbose = m_EnableVerboseDebug;
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// We use this to assure we are the "last client" connected.
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yield return CreateAndStartNewClient();
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var ownerModLastClient = m_ClientNetworkManagers[2].LocalClient.PlayerObject.GetComponent<OwnerModifiedObject>();
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ownerModLastClient.InitializeLastCient();
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// Run through all update loops setting the value once every 5 frames
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foreach (var updateLoopType in System.Enum.GetValues(typeof(NetworkUpdateStage)))
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{
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ownerModLastClient.NetworkUpdateStageToCheck = (NetworkUpdateStage)updateLoopType;
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VerboseDebug($"Testing Update Stage: {ownerModLastClient.NetworkUpdateStageToCheck}");
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ownerModLastClient.AddValues = true;
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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}
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yield return WaitForTicks(m_ServerNetworkManager, 5);
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// We'll have at least one update per stage per client, if all goes well.
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Assert.True(OwnerModifiedObject.Updates > 20);
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}
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}
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}
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