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)
71 lines
2.9 KiB
C#
71 lines
2.9 KiB
C#
using System.Collections;
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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(NetworkTopologyTypes.ClientServer)]
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[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
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internal class NetworkObjectSpawnManyObjectsTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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// "many" in this case means enough to exceed a ushort_max message size written in the header
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// 1500 is not a magic number except that it's big enough to trigger a failure
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private const int k_SpawnedObjects = 1500;
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private NetworkPrefab m_PrefabToSpawn;
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public NetworkObjectSpawnManyObjectsTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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// Using this component assures we will know precisely how many prefabs were spawned on the client
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internal class SpawnObjecTrackingComponent : NetworkBehaviour
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{
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public static int SpawnedObjects;
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public override void OnNetworkSpawn()
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{
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if (!IsServer)
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{
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SpawnedObjects++;
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}
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}
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}
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protected override void OnServerAndClientsCreated()
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{
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SpawnObjecTrackingComponent.SpawnedObjects = 0;
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// create prefab
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var gameObject = new GameObject("TestObject");
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var networkObject = gameObject.AddComponent<NetworkObject>();
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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networkObject.IsSceneObject = false;
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gameObject.AddComponent<SpawnObjecTrackingComponent>();
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m_PrefabToSpawn = new NetworkPrefab() { Prefab = gameObject };
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m_ServerNetworkManager.NetworkConfig.Prefabs.Add(m_PrefabToSpawn);
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.Prefabs.Add(m_PrefabToSpawn);
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}
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}
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[UnityTest]
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// When this test fails it does so without an exception and will wait the default ~6 minutes
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[Timeout(10000)]
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public IEnumerator WhenManyObjectsAreSpawnedAtOnce_AllAreReceived()
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{
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for (int x = 0; x < k_SpawnedObjects; x++)
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{
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NetworkObject serverObject = Object.Instantiate(m_PrefabToSpawn.Prefab).GetComponent<NetworkObject>();
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serverObject.NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.Spawn();
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}
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// ensure all objects are replicated
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yield return WaitForConditionOrTimeOut(() => SpawnObjecTrackingComponent.SpawnedObjects == k_SpawnedObjects);
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AssertOnTimeout($"Timed out waiting for the client to spawn {k_SpawnedObjects} objects!");
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}
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}
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}
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