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com.unity.netcode.gameobjects/Tests/Editor/Timing/ServerNetworkTimeSystemTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

36 lines
1.1 KiB
C#

using NUnit.Framework;
using UnityEngine;
namespace Unity.Netcode.EditorTests
{
internal class ServerNetworkTimeSystemTests
{
/// <summary>
/// On the server local time should always be equal to server time. This test ensures that this is the case.
/// </summary>
[Test]
public void LocalTimeEqualServerTimeTest()
{
var steps = TimingTestHelper.GetRandomTimeSteps(100f, 0.01f, 0.1f, 42);
var serverTimeSystem = NetworkTimeSystem.ServerTimeSystem();
var serverTickSystem = new NetworkTickSystem(60, 0, 0);
serverTimeSystem.Reset(0.5d, 0);
TimingTestHelper.ApplySteps(serverTimeSystem, serverTickSystem, steps, step =>
{
Assert.IsTrue(Mathf.Approximately((float)serverTimeSystem.LocalTime, (float)serverTimeSystem.ServerTime));
Assert.IsTrue(Mathf.Approximately((float)serverTickSystem.LocalTime.Time, (float)serverTimeSystem.ServerTime));
});
Assert.IsTrue(serverTimeSystem.LocalTime > 1d);
}
}
}