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)
59 lines
2.4 KiB
C#
59 lines
2.4 KiB
C#
using System.Collections;
|
|
using System.Linq;
|
|
using NUnit.Framework;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
using Unity.Netcode.TestHelpers.Runtime;
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
public class NetworkObjectNetworkClientOwnedObjectsTests : NetcodeIntegrationTest
|
|
{
|
|
protected override int NumberOfClients => 1;
|
|
private NetworkPrefab m_NetworkPrefab;
|
|
protected override void OnServerAndClientsCreated()
|
|
{
|
|
// create prefab
|
|
var gameObject = new GameObject("ClientOwnedObject");
|
|
var networkObject = gameObject.AddComponent<NetworkObject>();
|
|
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
|
|
|
|
m_NetworkPrefab = (new NetworkPrefab()
|
|
{
|
|
Prefab = gameObject
|
|
});
|
|
|
|
m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(m_NetworkPrefab);
|
|
|
|
foreach (var client in m_ClientNetworkManagers)
|
|
{
|
|
client.NetworkConfig.NetworkPrefabs.Add(m_NetworkPrefab);
|
|
}
|
|
}
|
|
|
|
[UnityTest]
|
|
public IEnumerator ChangeOwnershipOwnedObjectsAddTest()
|
|
{
|
|
NetworkObject serverObject = Object.Instantiate(m_NetworkPrefab.Prefab).GetComponent<NetworkObject>();
|
|
serverObject.NetworkManagerOwner = m_ServerNetworkManager;
|
|
serverObject.Spawn();
|
|
|
|
// Provide enough time for the client to receive and process the spawned message.
|
|
yield return s_DefaultWaitForTick;
|
|
|
|
// The object is owned by server
|
|
Assert.False(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
|
|
|
|
// Change the ownership
|
|
serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
|
|
|
|
// Provide enough time for the client to receive and process the change in ownership message.
|
|
yield return s_DefaultWaitForTick;
|
|
|
|
// Ensure it's now added to the list
|
|
Assert.True(m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
|
|
Assert.True(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
|
|
}
|
|
}
|
|
}
|