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)
81 lines
3.6 KiB
C#
81 lines
3.6 KiB
C#
#if COM_UNITY_MODULES_PHYSICS2D
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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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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class NetworkRigidbody2DDynamicTest : NetworkRigidbody2DTestBase
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{
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public override bool Kinematic => false;
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}
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internal 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 : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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public abstract bool Kinematic { get; }
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<NetworkTransform>();
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m_PlayerPrefab.AddComponent<Rigidbody2D>();
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m_PlayerPrefab.AddComponent<NetworkRigidbody2D>();
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m_PlayerPrefab.GetComponent<Rigidbody2D>().interpolation = RigidbodyInterpolation2D.Interpolate;
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m_PlayerPrefab.GetComponent<Rigidbody2D>().isKinematic = Kinematic;
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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 NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.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 NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.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 WaitForTicks(m_ServerNetworkManager, 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 WaitForTicks(m_ServerNetworkManager, 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 WaitForTicks(m_ServerNetworkManager, 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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#endif // COM_UNITY_MODULES_PHYSICS2D
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