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com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbodyTest.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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)
2022-04-01 00:00:00 +00:00

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