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.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
83 lines
3.4 KiB
C#
83 lines
3.4 KiB
C#
using NUnit.Framework;
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using UnityEngine;
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using Unity.Netcode.Editor;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.EditorTests
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{
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public class NetworkManagerConfigurationTests
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{
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/// <summary>
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/// Does a simple check to make sure the nested network manager will
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/// notify the user when in the editor. This is just a unit test to
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/// validate this is functioning
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/// </summary>
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[Test]
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public void NestedNetworkManagerCheck()
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{
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var parent = new GameObject("ParentObject");
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var networkManagerObject = new GameObject(nameof(NestedNetworkManagerCheck));
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var networkManager = networkManagerObject.AddComponent<NetworkManager>();
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// Make our NetworkManager's GameObject nested
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networkManagerObject.transform.parent = parent.transform;
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// Pre-generate the error message we are expecting to see
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var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
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// Trap for the nested NetworkManager exception
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LogAssert.Expect(LogType.Error, messageToCheck);
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// Since this is an in-editor test, we must force this invocation
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NetworkManagerHelper.Singleton.NotifyUserOfNestedNetworkManager(networkManager, false, true);
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// Clean up
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Object.DestroyImmediate(parent);
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}
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public enum NetworkObjectPlacement
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{
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Root, // Added to the same root GameObject
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Child // Added to a child GameObject
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}
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[Test]
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public void NetworkObjectNotAllowed([Values] NetworkObjectPlacement networkObjectPlacement)
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{
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var gameObject = new GameObject(nameof(NetworkManager));
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var targetforNetworkObject = gameObject;
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if (networkObjectPlacement == NetworkObjectPlacement.Child)
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{
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var childGameObject = new GameObject($"{nameof(NetworkManager)}-Child");
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childGameObject.transform.parent = targetforNetworkObject.transform;
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targetforNetworkObject = childGameObject;
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}
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var networkManager = gameObject.AddComponent<NetworkManager>();
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// Trap for the error message generated when a NetworkObject is discovered on the same GameObject or any children under it
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LogAssert.Expect(LogType.Error, NetworkManagerHelper.Singleton.NetworkManagerAndNetworkObjectNotAllowedMessage());
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// Add the NetworkObject
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var networkObject = targetforNetworkObject.AddComponent<NetworkObject>();
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// Since this is an in-editor test, we must force this invocation
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NetworkManagerHelper.Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager, true);
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// Validate that the NetworkObject has been removed
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if (networkObjectPlacement == NetworkObjectPlacement.Root)
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{
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Assert.IsNull(networkManager.gameObject.GetComponent<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s GameObject!");
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}
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else
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{
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Assert.IsNull(networkManager.gameObject.GetComponentInChildren<NetworkObject>(), $"There is still a {nameof(NetworkObject)} on {nameof(NetworkManager)}'s child GameObject!");
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}
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// Clean up
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Object.DestroyImmediate(gameObject);
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}
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}
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}
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