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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
290 lines
12 KiB
C#
290 lines
12 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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public class NetworkObjectOnSpawnTests : NetcodeIntegrationTest
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{
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private GameObject m_TestNetworkObjectPrefab;
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private GameObject m_TestNetworkObjectInstance;
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protected override int NumberOfClients => 2;
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public enum ObserverTestTypes
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{
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WithObservers,
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WithoutObservers
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}
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private GameObject m_ObserverPrefab;
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private NetworkObject m_ObserverTestNetworkObject;
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private ObserverTestTypes m_ObserverTestType;
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private const string k_ObserverTestObjName = "ObsObj";
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private const string k_WithObserversError = "Not all clients spawned the";
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private const string k_WithoutObserversError = "A client spawned the";
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protected override void OnServerAndClientsCreated()
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{
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m_ObserverPrefab = CreateNetworkObjectPrefab(k_ObserverTestObjName);
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base.OnServerAndClientsCreated();
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}
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private bool CheckClientsSideObserverTestObj()
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{
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foreach (var client in m_ClientNetworkManagers)
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{
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if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
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{
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// When no observers there shouldn't be any client spawned NetworkObjects
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// (players are held in a different list)
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return !(m_ObserverTestType == ObserverTestTypes.WithObservers);
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}
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var clientObjects = s_GlobalNetworkObjects[client.LocalClientId];
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// Make sure they did spawn the object
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if (m_ObserverTestType == ObserverTestTypes.WithObservers)
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{
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if (!clientObjects.ContainsKey(m_ObserverTestNetworkObject.NetworkObjectId))
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{
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return false;
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}
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if (!clientObjects[m_ObserverTestNetworkObject.NetworkObjectId].IsSpawned)
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{
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return false;
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}
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}
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}
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return true;
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}
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[UnityTest]
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public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes)
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{
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m_ObserverTestType = observerTestTypes;
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var prefabNetworkObject = m_ObserverPrefab.GetComponent<NetworkObject>();
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prefabNetworkObject.SpawnWithObservers = observerTestTypes == ObserverTestTypes.WithObservers;
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var instance = SpawnObject(m_ObserverPrefab, m_ServerNetworkManager);
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m_ObserverTestNetworkObject = instance.GetComponent<NetworkObject>();
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var withoutObservers = m_ObserverTestType == ObserverTestTypes.WithoutObservers;
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if (withoutObservers)
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{
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// Just give a little time to make sure nothing spawned
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yield return s_DefaultWaitForTick;
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}
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yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
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AssertOnTimeout($"{(withoutObservers ? k_WithoutObserversError : k_WithObserversError)} {k_ObserverTestObjName} object!");
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// If we spawned without observers
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if (withoutObservers)
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{
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// Make each client an observer
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foreach (var client in m_ClientNetworkManagers)
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{
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m_ObserverTestNetworkObject.NetworkShow(client.LocalClientId);
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}
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// Validate the clients spawned the NetworkObject
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m_ObserverTestType = ObserverTestTypes.WithObservers;
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yield return WaitForConditionOrTimeOut(CheckClientsSideObserverTestObj);
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AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
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}
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}
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/// <summary>
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/// Tests that instantiating a <see cref="NetworkObject"/> and destroying without spawning it
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/// does not run <see cref="NetworkBehaviour.OnNetworkSpawn"/> or <see cref="NetworkBehaviour.OnNetworkSpawn"/>.
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/// </summary>
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[UnityTest]
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public IEnumerator InstantiateDestroySpawnNotCalled()
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{
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m_TestNetworkObjectPrefab = new GameObject("InstantiateDestroySpawnNotCalled_Object");
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var networkObject = m_TestNetworkObjectPrefab.AddComponent<NetworkObject>();
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var fail = m_TestNetworkObjectPrefab.AddComponent<FailWhenSpawned>();
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// instantiate
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m_TestNetworkObjectInstance = Object.Instantiate(m_TestNetworkObjectPrefab);
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yield return null;
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Object.Destroy(m_TestNetworkObjectInstance);
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}
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private class FailWhenSpawned : NetworkBehaviour
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{
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public override void OnNetworkSpawn()
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{
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Assert.Fail("Spawn should not be called on not spawned object");
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}
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public override void OnNetworkDespawn()
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{
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Assert.Fail("Depawn should not be called on not spawned object");
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}
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}
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<TrackOnSpawnFunctions>();
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}
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protected override IEnumerator OnTearDown()
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{
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if (m_ObserverPrefab != null)
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{
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Object.Destroy(m_ObserverPrefab);
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}
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if (m_TestNetworkObjectPrefab != null)
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{
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Object.Destroy(m_TestNetworkObjectPrefab);
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}
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if (m_TestNetworkObjectInstance != null)
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{
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Object.Destroy(m_TestNetworkObjectInstance);
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}
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yield return base.OnTearDown();
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}
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private List<TrackOnSpawnFunctions> m_ClientTrackOnSpawnInstances = new List<TrackOnSpawnFunctions>();
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/// <summary>
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/// Test that callbacks are run for playerobject spawn, despawn, regular spawn, destroy on server.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator TestOnNetworkSpawnCallbacks()
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{
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// [Host-Side] Get the Host owned instance
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var serverInstance = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ServerNetworkManager.LocalClientId].GetComponent<TrackOnSpawnFunctions>();
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foreach (var client in m_ClientNetworkManagers)
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{
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var clientRpcTests = m_PlayerNetworkObjects[client.LocalClientId][m_ServerNetworkManager.LocalClientId].gameObject.GetComponent<TrackOnSpawnFunctions>();
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Assert.IsNotNull(clientRpcTests);
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m_ClientTrackOnSpawnInstances.Add(clientRpcTests);
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}
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// -------------- step 1 check player spawn despawn
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// check spawned on server
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Assert.AreEqual(1, serverInstance.OnNetworkSpawnCalledCount);
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// safety check server despawned
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Assert.AreEqual(0, serverInstance.OnNetworkDespawnCalledCount);
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// Conditional check for clients spawning or despawning
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var checkSpawnCondition = false;
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var expectedSpawnCount = 1;
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var expectedDespawnCount = 0;
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bool HasConditionBeenMet()
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{
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var clientsCompleted = 0;
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// check spawned on client
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foreach (var clientInstance in m_ClientTrackOnSpawnInstances)
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{
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if (checkSpawnCondition)
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{
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if (clientInstance.OnNetworkSpawnCalledCount == expectedSpawnCount)
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{
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clientsCompleted++;
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}
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}
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else
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{
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if (clientInstance.OnNetworkDespawnCalledCount == expectedDespawnCount)
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{
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clientsCompleted++;
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}
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}
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}
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return clientsCompleted >= NumberOfClients;
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}
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// safety check that all clients have not been despawned yet
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Assert.True(HasConditionBeenMet(), "Failed condition that all clients not despawned yet!");
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// now verify that all clients have been spawned
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checkSpawnCondition = true;
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yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns!");
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// despawn on server. However, since we'll be using this object later in the test, don't delete it
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serverInstance.GetComponent<NetworkObject>().Despawn(false);
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// check despawned on server
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Assert.AreEqual(1, serverInstance.OnNetworkDespawnCalledCount);
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// we now expect the clients to each have despawned once
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expectedDespawnCount = 1;
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yield return s_DefaultWaitForTick;
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// verify that all client-side instances are despawned
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checkSpawnCondition = false;
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yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns!");
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//----------- step 2 check spawn and destroy again
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serverInstance.GetComponent<NetworkObject>().Spawn();
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// wait a tick
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yield return s_DefaultWaitForTick;
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// check spawned again on server this is 2 because we are reusing the object which was already spawned once.
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Assert.AreEqual(2, serverInstance.OnNetworkSpawnCalledCount);
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checkSpawnCondition = true;
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yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side spawns! (2nd pass)");
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// destroy the server object
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Object.Destroy(serverInstance.gameObject);
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yield return s_DefaultWaitForTick;
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// check whether despawned was called again on server instance
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Assert.AreEqual(2, serverInstance.OnNetworkDespawnCalledCount);
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checkSpawnCondition = false;
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yield return WaitForConditionOrTimeOut(HasConditionBeenMet);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out while waiting for client side despawns! (2nd pass)");
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}
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[Test]
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public void DynamicallySpawnedNoSceneOriginException()
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{
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var gameObject = new GameObject();
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var networkObject = gameObject.AddComponent<NetworkObject>();
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networkObject.IsSpawned = true;
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networkObject.SceneOriginHandle = 0;
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networkObject.IsSceneObject = false;
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// This validates invoking GetSceneOriginHandle will not throw an exception for a dynamically spawned NetworkObject
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// when the scene of origin handle is zero
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var sceneOriginHandle = networkObject.GetSceneOriginHandle();
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// This validates that GetSceneOriginHandle will return the GameObject's scene handle that should be the currently active scene
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var activeSceneHandle = UnityEngine.SceneManagement.SceneManager.GetActiveScene().handle;
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Assert.IsTrue(sceneOriginHandle == activeSceneHandle, $"{nameof(NetworkObject)} should have returned the active scene handle of {activeSceneHandle} but returned {sceneOriginHandle}");
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}
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private class TrackOnSpawnFunctions : NetworkBehaviour
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{
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public int OnNetworkSpawnCalledCount { get; private set; }
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public int OnNetworkDespawnCalledCount { get; private set; }
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public override void OnNetworkSpawn()
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{
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OnNetworkSpawnCalledCount++;
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}
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public override void OnNetworkDespawn()
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{
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OnNetworkDespawnCalledCount++;
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}
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}
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}
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}
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