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)
218 lines
8.3 KiB
C#
218 lines
8.3 KiB
C#
using System;
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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 NetworkShowHideTest : NetworkBehaviour
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{
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}
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public class ShowHideObject : NetworkBehaviour
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{
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public NetworkVariable<int> MyNetworkVariable;
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private void Start()
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{
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MyNetworkVariable = new NetworkVariable<int>();
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MyNetworkVariable.OnValueChanged += Changed;
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}
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public void Changed(int before, int after)
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{
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Debug.Log($"Value changed from {before} to {after}");
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}
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}
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public class NetworkShowHideTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 2;
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private ulong m_ClientId0;
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private GameObject m_PrefabToSpawn;
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private NetworkObject m_NetSpawnedObject1;
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private NetworkObject m_NetSpawnedObject2;
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private NetworkObject m_NetSpawnedObject3;
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private NetworkObject m_Object1OnClient0;
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private NetworkObject m_Object2OnClient0;
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private NetworkObject m_Object3OnClient0;
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protected override void OnCreatePlayerPrefab()
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{
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var networkTransform = m_PlayerPrefab.AddComponent<NetworkShowHideTest>();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = PreparePrefab(typeof(ShowHideObject));
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}
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public GameObject PreparePrefab(Type type)
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{
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var prefabToSpawn = new GameObject();
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prefabToSpawn.AddComponent(type);
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var networkObjectPrefab = prefabToSpawn.AddComponent<NetworkObject>();
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectPrefab);
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m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
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}
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return prefabToSpawn;
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}
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// Check that the first client see them, or not, as expected
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private IEnumerator CheckVisible(bool target)
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{
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int count = 0;
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do
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{
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yield return new WaitForSeconds(0.1f);
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count++;
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if (count > 20)
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{
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// timeout waiting for object to reach the expect visibility
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Assert.Fail("timeout waiting for object to reach the expect visibility");
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break;
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}
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} while (m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) != target ||
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m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) != target ||
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m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) != target ||
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m_Object1OnClient0.IsSpawned != target ||
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m_Object2OnClient0.IsSpawned != target ||
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m_Object3OnClient0.IsSpawned != target
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);
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Debug.Assert(m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) == target);
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Debug.Assert(m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) == target);
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Debug.Assert(m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) == target);
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Debug.Assert(m_Object1OnClient0.IsSpawned == target);
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Debug.Assert(m_Object2OnClient0.IsSpawned == target);
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Debug.Assert(m_Object3OnClient0.IsSpawned == target);
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}
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// Set the 3 objects visibility
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private void Show(bool individually, bool visibility)
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{
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if (individually)
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{
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if (!visibility)
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{
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m_NetSpawnedObject1.NetworkHide(m_ClientId0);
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m_NetSpawnedObject2.NetworkHide(m_ClientId0);
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m_NetSpawnedObject3.NetworkHide(m_ClientId0);
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}
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else
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{
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m_NetSpawnedObject1.NetworkShow(m_ClientId0);
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m_NetSpawnedObject2.NetworkShow(m_ClientId0);
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m_NetSpawnedObject3.NetworkShow(m_ClientId0);
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}
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}
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else
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{
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var list = new List<NetworkObject>();
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list.Add(m_NetSpawnedObject1);
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list.Add(m_NetSpawnedObject2);
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list.Add(m_NetSpawnedObject3);
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if (!visibility)
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{
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NetworkObject.NetworkHide(list, m_ClientId0);
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}
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else
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{
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NetworkObject.NetworkShow(list, m_ClientId0);
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}
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}
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}
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private IEnumerator RefreshNetworkObjects()
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{
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var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
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x => x.NetworkObjectId == m_NetSpawnedObject1.NetworkObjectId,
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m_ClientNetworkManagers[0],
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serverClientPlayerResult);
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m_Object1OnClient0 = serverClientPlayerResult.Result;
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
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x => x.NetworkObjectId == m_NetSpawnedObject2.NetworkObjectId,
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m_ClientNetworkManagers[0],
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serverClientPlayerResult);
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m_Object2OnClient0 = serverClientPlayerResult.Result;
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serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
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x => x.NetworkObjectId == m_NetSpawnedObject3.NetworkObjectId,
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m_ClientNetworkManagers[0],
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serverClientPlayerResult);
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m_Object3OnClient0 = serverClientPlayerResult.Result;
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// make sure the objects are set with the right network manager
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m_Object1OnClient0.NetworkManagerOwner = m_ClientNetworkManagers[0];
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m_Object2OnClient0.NetworkManagerOwner = m_ClientNetworkManagers[0];
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m_Object3OnClient0.NetworkManagerOwner = m_ClientNetworkManagers[0];
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}
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[UnityTest]
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public IEnumerator NetworkShowHideTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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// create 3 objects
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var spawnedObject1 = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
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var spawnedObject2 = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
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var spawnedObject3 = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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m_NetSpawnedObject1.NetworkManagerOwner = m_ServerNetworkManager;
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m_NetSpawnedObject2.NetworkManagerOwner = m_ServerNetworkManager;
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m_NetSpawnedObject3.NetworkManagerOwner = m_ServerNetworkManager;
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m_NetSpawnedObject1.Spawn();
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m_NetSpawnedObject2.Spawn();
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m_NetSpawnedObject3.Spawn();
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for (int mode = 0; mode < 2; mode++)
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{
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// get the NetworkObject on a client instance
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yield return RefreshNetworkObjects();
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// check object start visible
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yield return CheckVisible(true);
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// hide them on one client
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Show(mode == 0, false);
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yield return new WaitForSeconds(1.0f);
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value = 3;
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yield return new WaitForSeconds(1.0f);
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// verify they got hidden
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yield return CheckVisible(false);
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// show them to that client
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Show(mode == 0, true);
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yield return RefreshNetworkObjects();
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// verify they become visible
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yield return CheckVisible(true);
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}
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}
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}
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}
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