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)
73 lines
3.2 KiB
C#
73 lines
3.2 KiB
C#
using System.Collections;
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using System.Linq;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(HostOrServer.DAHost)]
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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internal class NetworkObjectDontDestroyWithOwnerTests : NetcodeIntegrationTest
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{
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private const int k_NumberObjectsToSpawn = 32;
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protected override int NumberOfClients => 1;
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protected GameObject m_PrefabToSpawn;
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public NetworkObjectDontDestroyWithOwnerTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("ClientOwnedObject");
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m_PrefabToSpawn.GetComponent<NetworkObject>().DontDestroyWithOwner = true;
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}
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[UnityTest]
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public IEnumerator DontDestroyWithOwnerTest()
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{
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var client = m_ClientNetworkManagers[0];
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var clientId = client.LocalClientId;
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var networkObjects = SpawnObjects(m_PrefabToSpawn, m_ClientNetworkManagers[0], k_NumberObjectsToSpawn);
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// wait for object spawn on client to reach k_NumberObjectsToSpawn + 1 (k_NumberObjectsToSpawn and 1 for the player)
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yield return WaitForConditionOrTimeOut(() => client.SpawnManager.GetClientOwnedObjects(clientId).Count() == k_NumberObjectsToSpawn + 1);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client to have 33 NetworkObjects spawned! Only {client.SpawnManager.GetClientOwnedObjects(clientId).Count()} were assigned!");
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// Since clients spawn their objects locally in distributed authority mode, we have to rebuild the list of the client
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// owned objects on the (DAHost) server-side because when the client disconnects it will destroy its local instances.
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if (m_DistributedAuthority)
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{
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networkObjects.Clear();
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var serversideClientOwnedObjects = m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(clientId);
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foreach (var networkObject in serversideClientOwnedObjects)
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{
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if (!networkObject.IsPlayerObject)
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{
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networkObjects.Add(networkObject.gameObject);
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}
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}
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}
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// disconnect the client that owns all the clients
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NetcodeIntegrationTestHelpers.StopOneClient(client);
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var remainingClients = Mathf.Max(0, TotalClients - 1);
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// wait for disconnect
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yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.ConnectedClients.Count == remainingClients);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client to disconnect!");
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for (int i = 0; i < networkObjects.Count; i++)
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{
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var networkObject = networkObjects[i].GetComponent<NetworkObject>();
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// ensure ownership was transferred back
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Assert.That(networkObject.OwnerClientId == m_ServerNetworkManager.LocalClientId);
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}
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}
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}
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}
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