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)
161 lines
6.1 KiB
C#
161 lines
6.1 KiB
C#
using System.Collections;
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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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/// <summary>
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/// Runtime tests to test the network time system with the Unity player loop.
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/// </summary>
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public class NetworkTimeSystemTests
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{
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private MonoBehaviourTest<PlayerLoopTimeTestComponent> m_MonoBehaviourTest; // cache for teardown
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[SetUp]
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public void Setup()
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{
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// Create, instantiate, and host
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Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _));
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}
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/// <summary>
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/// Tests whether time is accessible and has correct values inside Update/FixedUpdate.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator PlayerLoopTimeTest()
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{
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m_MonoBehaviourTest = new MonoBehaviourTest<PlayerLoopTimeTestComponent>();
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yield return m_MonoBehaviourTest;
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}
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/// <summary>
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/// Tests whether the time system invokes the correct amount of ticks over a period of time.
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/// Note we cannot test against Time.Time directly because of floating point precision. Our time is more precise leading to different results.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator CorrectAmountTicksTest()
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{
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var tickSystem = NetworkManager.Singleton.NetworkTickSystem;
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var delta = tickSystem.LocalTime.FixedDeltaTime;
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var previous_localTickCalculated = 0;
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var previous_serverTickCalculated = 0;
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while (tickSystem.LocalTime.Time < 3f)
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{
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yield return null;
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var tickCalculated = tickSystem.LocalTime.Time / delta;
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previous_localTickCalculated = (int)tickCalculated;
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// This check is needed due to double division imprecision of large numbers
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if ((tickCalculated - previous_localTickCalculated) >= 0.999999999999)
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{
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previous_localTickCalculated++;
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}
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tickCalculated = NetworkManager.Singleton.ServerTime.Time / delta;
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previous_serverTickCalculated = (int)tickCalculated;
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// This check is needed due to double division imprecision of large numbers
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if ((tickCalculated - previous_serverTickCalculated) >= 0.999999999999)
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{
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previous_serverTickCalculated++;
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}
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Assert.AreEqual(previous_localTickCalculated, NetworkManager.Singleton.LocalTime.Tick, $"Calculated local tick {previous_localTickCalculated} does not match local tick {NetworkManager.Singleton.LocalTime.Tick}!");
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Assert.AreEqual(previous_serverTickCalculated, NetworkManager.Singleton.ServerTime.Tick, $"Calculated server tick {previous_serverTickCalculated} does not match server tick {NetworkManager.Singleton.ServerTime.Tick}!");
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Assert.True(Mathf.Approximately((float)NetworkManager.Singleton.LocalTime.Time, (float)NetworkManager.Singleton.ServerTime.Time), $"Local time {(float)NetworkManager.Singleton.LocalTime.Time} is not approximately server time {(float)NetworkManager.Singleton.ServerTime.Time}!");
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}
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}
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[TearDown]
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public void TearDown()
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{
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// Stop, shutdown, and destroy
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NetworkManagerHelper.ShutdownNetworkManager();
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if (m_MonoBehaviourTest != null)
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{
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Object.DestroyImmediate(m_MonoBehaviourTest.gameObject);
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}
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}
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}
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public class PlayerLoopTimeTestComponent : MonoBehaviour, IMonoBehaviourTest
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{
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public const int Passes = 100;
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private int m_UpdatePasses = 0;
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private int m_LastFixedUpdateTick = 0;
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private int m_TickOffset = -1;
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private NetworkTime m_LocalTimePreviousUpdate;
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private NetworkTime m_ServerTimePreviousUpdate;
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private NetworkTime m_LocalTimePreviousFixedUpdate;
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public void Start()
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{
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// Run fixed update at same rate as network tick
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Time.fixedDeltaTime = NetworkManager.Singleton.LocalTime.FixedDeltaTime;
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// Uncap fixed time else we might skip fixed updates
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Time.maximumDeltaTime = float.MaxValue;
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}
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public void Update()
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{
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// This must run first else it wont run if there is an exception
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m_UpdatePasses++;
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var localTime = NetworkManager.Singleton.LocalTime;
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var serverTime = NetworkManager.Singleton.ServerTime;
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// time should have advanced on the host/server
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Assert.True(m_LocalTimePreviousUpdate.Time < localTime.Time);
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Assert.True(m_ServerTimePreviousUpdate.Time < serverTime.Time);
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// time should be further then last fixed step in update
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Assert.True(m_LocalTimePreviousFixedUpdate.FixedTime < localTime.Time);
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// we should be in same or further tick then fixed update
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Assert.True(m_LocalTimePreviousFixedUpdate.Tick <= localTime.Tick);
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// fixed update should result in same amounts of tick as network time
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if (m_TickOffset == -1)
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{
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m_TickOffset = serverTime.Tick - m_LastFixedUpdateTick;
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}
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else
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{
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// offset of 1 is ok, this happens due to different tick duration offsets
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Assert.True(Mathf.Abs(serverTime.Tick - m_TickOffset - m_LastFixedUpdateTick) <= 1);
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}
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m_LocalTimePreviousUpdate = localTime;
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}
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public void FixedUpdate()
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{
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var time = NetworkManager.Singleton.LocalTime;
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m_LocalTimePreviousFixedUpdate = time;
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Assert.AreEqual(Time.fixedDeltaTime, time.FixedDeltaTime);
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Assert.True(Mathf.Approximately((float)NetworkManager.Singleton.LocalTime.Time, (float)NetworkManager.Singleton.ServerTime.Time));
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m_LastFixedUpdateTick++;
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}
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public bool IsTestFinished => m_UpdatePasses >= Passes;
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}
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}
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