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)
80 lines
3.8 KiB
C#
80 lines
3.8 KiB
C#
#if COM_UNITY_MODULES_PHYSICS
|
|
using System.Collections;
|
|
using NUnit.Framework;
|
|
using Unity.Netcode.Components;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
using Unity.Netcode.TestHelpers.Runtime;
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
public class NetworkRigidbodyDynamicTest : NetworkRigidbodyTestBase
|
|
{
|
|
public override bool Kinematic => false;
|
|
}
|
|
|
|
public class NetworkRigidbodyKinematicTest : NetworkRigidbodyTestBase
|
|
{
|
|
public override bool Kinematic => true;
|
|
}
|
|
|
|
public abstract class NetworkRigidbodyTestBase : NetcodeIntegrationTest
|
|
{
|
|
protected override int NumberOfClients => 1;
|
|
|
|
public abstract bool Kinematic { get; }
|
|
|
|
protected override void OnCreatePlayerPrefab()
|
|
{
|
|
m_PlayerPrefab.AddComponent<NetworkTransform>();
|
|
m_PlayerPrefab.AddComponent<Rigidbody>();
|
|
m_PlayerPrefab.AddComponent<NetworkRigidbody>();
|
|
m_PlayerPrefab.GetComponent<Rigidbody>().interpolation = RigidbodyInterpolation.Interpolate;
|
|
m_PlayerPrefab.GetComponent<Rigidbody>().isKinematic = Kinematic;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
[UnityTest]
|
|
public IEnumerator TestRigidbodyKinematicEnableDisable()
|
|
{
|
|
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
|
|
var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
|
|
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult);
|
|
var serverPlayer = serverClientPlayerResult.Result.gameObject;
|
|
|
|
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
|
|
var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
|
|
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult);
|
|
var clientPlayer = clientClientPlayerResult.Result.gameObject;
|
|
|
|
Assert.IsNotNull(serverPlayer, "serverPlayer is not null");
|
|
Assert.IsNotNull(clientPlayer, "clientPlayer is not null");
|
|
|
|
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
|
|
|
|
// server rigidbody has authority and should have a kinematic mode of false
|
|
Assert.True(serverPlayer.GetComponent<Rigidbody>().isKinematic == Kinematic, "serverPlayer kinematic");
|
|
Assert.AreEqual(RigidbodyInterpolation.Interpolate, serverPlayer.GetComponent<Rigidbody>().interpolation, "server equal interpolate");
|
|
|
|
// client rigidbody has no authority and should have a kinematic mode of true
|
|
Assert.True(clientPlayer.GetComponent<Rigidbody>().isKinematic, "clientPlayer kinematic");
|
|
Assert.AreEqual(RigidbodyInterpolation.None, clientPlayer.GetComponent<Rigidbody>().interpolation, "client equal interpolate");
|
|
|
|
// despawn the server player (but keep it around on the server)
|
|
serverPlayer.GetComponent<NetworkObject>().Despawn(false);
|
|
|
|
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
|
|
|
|
Assert.IsTrue(serverPlayer.GetComponent<Rigidbody>().isKinematic == Kinematic, "serverPlayer second kinematic");
|
|
|
|
yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
|
|
|
|
Assert.IsTrue(clientPlayer == null, "clientPlayer being null"); // safety check that object is actually despawned.
|
|
}
|
|
}
|
|
}
|
|
#endif // COM_UNITY_MODULES_PHYSICS
|