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)
131 lines
5.9 KiB
C#
131 lines
5.9 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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public class NetworkSpawnManagerTests : NetcodeIntegrationTest
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{
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private ulong serverSideClientId => NetworkManager.ServerClientId;
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private ulong clientSideClientId => m_ClientNetworkManagers[0].LocalClientId;
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private ulong otherClientSideClientId => m_ClientNetworkManagers[1].LocalClientId;
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protected override int NumberOfClients => 2;
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[Test]
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public void TestServerCanAccessItsOwnPlayer()
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{
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// server can access its own player
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var serverSideServerPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(serverSideClientId);
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Assert.NotNull(serverSideServerPlayerObject);
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Assert.AreEqual(serverSideClientId, serverSideServerPlayerObject.OwnerClientId);
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}
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[Test]
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public void TestServerCanAccessOtherPlayers()
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{
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// server can access other players
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var serverSideClientPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(clientSideClientId);
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Assert.NotNull(serverSideClientPlayerObject);
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Assert.AreEqual(clientSideClientId, serverSideClientPlayerObject.OwnerClientId);
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var serverSideOtherClientPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(otherClientSideClientId);
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Assert.NotNull(serverSideOtherClientPlayerObject);
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Assert.AreEqual(otherClientSideClientId, serverSideOtherClientPlayerObject.OwnerClientId);
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}
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[Test]
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public void TestClientCantAccessServerPlayer()
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{
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// client can't access server player
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Assert.Throws<NotServerException>(() =>
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{
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m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(serverSideClientId);
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});
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}
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[Test]
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public void TestClientCanAccessOwnPlayer()
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{
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// client can access own player
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var clientSideClientPlayerObject = m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(clientSideClientId);
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Assert.NotNull(clientSideClientPlayerObject);
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Assert.AreEqual(clientSideClientId, clientSideClientPlayerObject.OwnerClientId);
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}
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[Test]
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public void TestClientCantAccessOtherPlayer()
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{
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// client can't access other player
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Assert.Throws<NotServerException>(() =>
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{
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m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(otherClientSideClientId);
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});
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}
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[Test]
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public void TestServerGetsNullValueIfInvalidId()
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{
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// server gets null value if invalid id
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var nullPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(9999);
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Assert.Null(nullPlayer);
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}
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[Test]
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public void TestServerCanUseGetLocalPlayerObject()
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{
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// test server can use GetLocalPlayerObject
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var serverSideServerPlayerObject = m_ServerNetworkManager.SpawnManager.GetLocalPlayerObject();
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Assert.NotNull(serverSideServerPlayerObject);
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Assert.AreEqual(serverSideClientId, serverSideServerPlayerObject.OwnerClientId);
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}
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[Test]
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public void TestClientCanUseGetLocalPlayerObject()
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{
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// test client can use GetLocalPlayerObject
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var clientSideClientPlayerObject = m_ClientNetworkManagers[0].SpawnManager.GetLocalPlayerObject();
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Assert.NotNull(clientSideClientPlayerObject);
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Assert.AreEqual(clientSideClientId, clientSideClientPlayerObject.OwnerClientId);
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}
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[UnityTest]
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public IEnumerator TestConnectAndDisconnect()
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{
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// test when client connects, player object is now available
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// connect new client
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if (!NetcodeIntegrationTestHelpers.CreateNewClients(1, out NetworkManager[] clients))
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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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var newClientNetworkManager = clients[0];
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newClientNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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newClientNetworkManager.StartClient();
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yield return NetcodeIntegrationTestHelpers.WaitForClientConnected(newClientNetworkManager);
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yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.ConnectedClients.ContainsKey(newClientNetworkManager.LocalClientId));
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var newClientLocalClientId = newClientNetworkManager.LocalClientId;
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// test new client can get that itself locally
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var newPlayerObject = newClientNetworkManager.SpawnManager.GetLocalPlayerObject();
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Assert.NotNull(newPlayerObject);
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Assert.AreEqual(newClientLocalClientId, newPlayerObject.OwnerClientId);
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// test server can get that new client locally
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var serverSideNewClientPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(newClientLocalClientId);
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Assert.NotNull(serverSideNewClientPlayer);
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Assert.AreEqual(newClientLocalClientId, serverSideNewClientPlayer.OwnerClientId);
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// test when client disconnects, player object no longer available.
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var nbConnectedClients = m_ServerNetworkManager.ConnectedClients.Count;
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NetcodeIntegrationTestHelpers.StopOneClient(newClientNetworkManager);
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yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.ConnectedClients.Count == nbConnectedClients - 1);
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serverSideNewClientPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(newClientLocalClientId);
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Assert.Null(serverSideNewClientPlayer);
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}
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}
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}
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