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com.unity.netcode.gameobjects/Tests/Runtime/OwnerModifiedTests.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

115 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
// This is a bit of a quirky test.
// Addresses MTT-4386 #2109
// Where the NetworkVariable updates would be repeated on some clients.
// The twist comes fom the updates needing to happens very specifically for the issue to repro in tests
internal class OwnerModifiedObject : NetworkBehaviour, INetworkUpdateSystem
{
public NetworkList<int> MyNetworkList;
internal static int Updates = 0;
public static bool EnableVerbose;
private void Awake()
{
MyNetworkList = new NetworkList<int>(new List<int>(), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
MyNetworkList.OnListChanged += Changed;
}
public void Changed(NetworkListEvent<int> listEvent)
{
var expected = 0;
var listString = "";
foreach (var i in MyNetworkList)
{
Assert.AreEqual(i, expected);
expected++;
listString += i.ToString();
}
if (EnableVerbose)
{
Debug.Log($"[{NetworkManager.LocalClientId}] Value changed to {listString}");
}
Updates++;
}
public bool AddValues;
public NetworkUpdateStage NetworkUpdateStageToCheck;
private int m_ValueToUpdate;
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
if (updateStage == NetworkUpdateStageToCheck)
{
if (AddValues)
{
MyNetworkList.Add(m_ValueToUpdate++);
AddValues = false;
}
}
}
public override void OnDestroy()
{
NetworkUpdateLoop.UnregisterAllNetworkUpdates(this);
base.OnDestroy();
}
public void InitializeLastCient()
{
NetworkUpdateLoop.RegisterAllNetworkUpdates(this);
}
}
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
internal class OwnerModifiedTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
public OwnerModifiedTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<OwnerModifiedObject>();
}
[UnityTest]
public IEnumerator OwnerModifiedTest()
{
OwnerModifiedObject.EnableVerbose = m_EnableVerboseDebug;
// We use this to assure we are the "last client" connected.
yield return CreateAndStartNewClient();
var ownerModLastClient = m_ClientNetworkManagers[2].LocalClient.PlayerObject.GetComponent<OwnerModifiedObject>();
ownerModLastClient.InitializeLastCient();
// Run through all update loops setting the value once every 5 frames
foreach (var updateLoopType in System.Enum.GetValues(typeof(NetworkUpdateStage)))
{
ownerModLastClient.NetworkUpdateStageToCheck = (NetworkUpdateStage)updateLoopType;
VerboseDebug($"Testing Update Stage: {ownerModLastClient.NetworkUpdateStageToCheck}");
ownerModLastClient.AddValues = true;
yield return WaitForTicks(m_ServerNetworkManager, 5);
}
yield return WaitForTicks(m_ServerNetworkManager, 5);
// We'll have at least one update per stage per client, if all goes well.
Assert.True(OwnerModifiedObject.Updates > 20);
}
}
}