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)
185 lines
8.1 KiB
C#
185 lines
8.1 KiB
C#
using System;
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using System.Collections;
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using System.Linq;
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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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/// Tests the times of two clients connecting to a server using the SIPTransport (returns 50ms RTT but has no latency simulation)
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/// </summary>
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public class TimeIntegrationTest : NetcodeIntegrationTest
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{
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private const double k_AdditionalTimeTolerance = 0.3d; // magic number and in theory not needed but without this mac os test fail in Yamato because it looks like we get random framerate drops during unit test.
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private NetworkTimeState m_ServerState;
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private NetworkTimeState m_Client1State;
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private NetworkTimeState m_Client2State;
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protected override int NumberOfClients => 2;
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protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
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{
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return NetworkManagerInstatiationMode.DoNotCreate;
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}
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private void UpdateTimeStates(NetworkManager[] networkManagers)
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{
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var server = networkManagers.First(t => t.IsServer);
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var firstClient = networkManagers.First(t => t.IsClient);
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var secondClient = networkManagers.Last(t => t.IsClient);
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Assert.AreNotEqual(firstClient, secondClient);
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m_ServerState = new NetworkTimeState(server);
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m_Client1State = new NetworkTimeState(firstClient);
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m_Client2State = new NetworkTimeState(secondClient);
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}
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[UnityTest]
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[TestCase(60, 30u, ExpectedResult = null)]
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[TestCase(30, 30u, ExpectedResult = null)]
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[TestCase(40, 30u, ExpectedResult = null)]
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[TestCase(10, 30u, ExpectedResult = null)]
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[TestCase(60, 60u, ExpectedResult = null)]
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[TestCase(60, 10u, ExpectedResult = null)]
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public IEnumerator TestTimeIntegrationTest(int targetFrameRate, uint tickRate)
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{
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yield return StartSomeClientsAndServerWithPlayersCustom(true, NumberOfClients, targetFrameRate, tickRate);
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double frameInterval = 1d / targetFrameRate;
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double tickInterval = 1d / tickRate;
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var networkManagers = NetcodeIntegrationTestHelpers.NetworkManagerInstances.ToArray();
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var server = networkManagers.First(t => t.IsServer);
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var firstClient = networkManagers.First(t => !t.IsServer);
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var secondClient = networkManagers.Last(t => !t.IsServer);
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Assert.AreNotEqual(firstClient, secondClient);
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// increase the buffer time of client 2 // the values for client 1 are 0.0333/0.0333 here
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secondClient.NetworkTimeSystem.LocalBufferSec = 0.2;
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secondClient.NetworkTimeSystem.ServerBufferSec = 0.1;
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UpdateTimeStates(networkManagers);
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// wait for at least one tick to pass
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yield return new WaitUntil(() => m_ServerState.LocalTime.Tick != server.NetworkTickSystem.LocalTime.Tick);
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yield return new WaitUntil(() => m_Client1State.LocalTime.Tick != firstClient.NetworkTickSystem.LocalTime.Tick);
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yield return new WaitUntil(() => m_Client2State.LocalTime.Tick != secondClient.NetworkTickSystem.LocalTime.Tick);
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var framesToRun = 3d / frameInterval;
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for (int i = 0; i < framesToRun; i++)
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{
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yield return null;
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UpdateTimeStates(networkManagers);
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// compares whether client times have the correct offset to server
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m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
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m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
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// compares the two client times, only difference should be based on buffering.
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m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
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}
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ShutdownAndCleanUp();
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}
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// This is from NetcodeIntegrationTest but we need a custom version of this to modifiy the config
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private IEnumerator StartSomeClientsAndServerWithPlayersCustom(bool useHost, int nbClients, int targetFrameRate, uint tickRate)
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{
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// Create multiple NetworkManager instances
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if (!NetcodeIntegrationTestHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients, targetFrameRate))
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{
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Debug.LogError("Failed to create instances");
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Assert.Fail("Failed to create instances");
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}
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m_ClientNetworkManagers = clients;
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m_ServerNetworkManager = server;
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// Create playerPrefab
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m_PlayerPrefab = new GameObject("Player");
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NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
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/*
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* Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
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* In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
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* NetcodeIntegrationTestHelpers has a helper function that lets you mark a runtime created object to be
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* treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
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* at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
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*/
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// Make it a prefab
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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// Set the player prefab
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server.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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for (int i = 0; i < clients.Length; i++)
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{
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clients[i].NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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clients[i].NetworkConfig.TickRate = tickRate;
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}
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server.NetworkConfig.TickRate = tickRate;
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// Start the instances
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if (!NetcodeIntegrationTestHelpers.Start(useHost, server, clients))
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{
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Debug.LogError("Failed to start instances");
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Assert.Fail("Failed to start instances");
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}
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// Wait for connection on client and server side
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yield return WaitForClientsConnectedOrTimeOut();
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}
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private readonly struct NetworkTimeState : IEquatable<NetworkTimeState>
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{
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public NetworkTime LocalTime { get; }
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public NetworkTime ServerTime { get; }
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public NetworkTimeState(NetworkManager manager)
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{
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LocalTime = manager.NetworkTickSystem.LocalTime;
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ServerTime = manager.NetworkTickSystem.ServerTime;
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}
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public void AssertCheckDifference(NetworkTimeState clientState, double localBufferDifference, double serverBufferDifference, double tolerance)
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{
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var difLocalAbs = Math.Abs(clientState.LocalTime.Time - LocalTime.Time - localBufferDifference);
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var difServerAbs = Math.Abs(ServerTime.Time - clientState.ServerTime.Time - serverBufferDifference);
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Assert.True(difLocalAbs < tolerance, $"localtime difference: {difLocalAbs} bigger than tolerance: {tolerance}");
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Assert.True(difServerAbs < tolerance, $"servertime difference: {difServerAbs} bigger than tolerance: {tolerance}");
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}
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public bool Equals(NetworkTimeState other)
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{
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return LocalTime.Time.Equals(other.LocalTime.Time) && ServerTime.Time.Equals(other.ServerTime.Time);
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}
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public override bool Equals(object obj)
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{
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return obj is NetworkTimeState other && Equals(other);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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return (LocalTime.Time.GetHashCode() * 397) ^ ServerTime.Time.GetHashCode();
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}
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}
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}
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}
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}
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