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.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
188 lines
7.3 KiB
C#
188 lines
7.3 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 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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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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/// <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_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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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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