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)
113 lines
7.5 KiB
C#
113 lines
7.5 KiB
C#
#if COM_UNITY_MODULES_PHYSICS
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using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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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(RigidbodyInterpolation.Interpolate, true, true)] // This should be allowed under all condistions when using Rigidbody motion
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[TestFixture(RigidbodyInterpolation.Extrapolate, true, true)] // This should not allow extrapolation on non-auth instances when using Rigidbody motion & NT interpolation
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[TestFixture(RigidbodyInterpolation.Extrapolate, false, true)] // This should allow extrapolation on non-auth instances when using Rigidbody & NT has no interpolation
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[TestFixture(RigidbodyInterpolation.Interpolate, true, false)] // This should not allow kinematic instances to have Rigidbody interpolation enabled
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[TestFixture(RigidbodyInterpolation.Interpolate, false, false)] // Testing that rigid body interpolation remains the same if NT interpolate is disabled
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internal class NetworkRigidbodyTest : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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private bool m_NetworkTransformInterpolate;
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private bool m_UseRigidBodyForMotion;
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private RigidbodyInterpolation m_RigidbodyInterpolation;
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public NetworkRigidbodyTest(RigidbodyInterpolation rigidbodyInterpolation, bool networkTransformInterpolate, bool useRigidbodyForMotion)
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{
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m_RigidbodyInterpolation = rigidbodyInterpolation;
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m_NetworkTransformInterpolate = networkTransformInterpolate;
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m_UseRigidBodyForMotion = useRigidbodyForMotion;
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}
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protected override void OnCreatePlayerPrefab()
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{
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var networkTransform = m_PlayerPrefab.AddComponent<NetworkTransform>();
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networkTransform.Interpolate = m_NetworkTransformInterpolate;
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var rigidbody = m_PlayerPrefab.AddComponent<Rigidbody>();
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rigidbody.interpolation = m_RigidbodyInterpolation;
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var networkRigidbody = m_PlayerPrefab.AddComponent<NetworkRigidbody>();
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networkRigidbody.UseRigidBodyForMotion = m_UseRigidBodyForMotion;
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}
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/// <summary>
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/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator TestRigidbodyKinematicEnableDisable()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER*
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var serverClientPlayerInstance = m_ServerNetworkManager.ConnectedClients[m_ClientNetworkManagers[0].LocalClientId].PlayerObject;
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
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var clientPlayerInstance = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
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Assert.IsNotNull(serverClientPlayerInstance, $"{nameof(serverClientPlayerInstance)} is null!");
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Assert.IsNotNull(clientPlayerInstance, $"{nameof(clientPlayerInstance)} is null!");
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var serverClientInstanceRigidBody = serverClientPlayerInstance.GetComponent<Rigidbody>();
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var clientRigidBody = clientPlayerInstance.GetComponent<Rigidbody>();
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if (m_UseRigidBodyForMotion)
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{
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var interpolateCompareNonAuthoritative = m_NetworkTransformInterpolate ? RigidbodyInterpolation.Interpolate : m_RigidbodyInterpolation;
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// Server authoritative NT should yield non-kinematic mode for the server-side player instance
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Assert.False(serverClientInstanceRigidBody.isKinematic, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is kinematic!");
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// The authoritative instance can be None, Interpolate, or Extrapolate for the Rigidbody interpolation settings.
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Assert.AreEqual(m_RigidbodyInterpolation, serverClientInstanceRigidBody.interpolation, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
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$"player's {nameof(Rigidbody)}'s interpolation is {serverClientInstanceRigidBody.interpolation} and not {m_RigidbodyInterpolation}!");
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// Server authoritative NT should yield kinematic mode for the client-side player instance
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Assert.True(clientRigidBody.isKinematic, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is not kinematic!");
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// When using Rigidbody motion, authoritative and non-authoritative Rigidbody interpolation settings should be preserved (except when extrapolation is used
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Assert.AreEqual(interpolateCompareNonAuthoritative, clientRigidBody.interpolation, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
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$"player's {nameof(Rigidbody)}'s interpolation is {clientRigidBody.interpolation} and not {interpolateCompareNonAuthoritative}!");
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}
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else
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{
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// server rigidbody has authority and should not be kinematic
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Assert.False(serverClientInstanceRigidBody.isKinematic, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is kinematic!");
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Assert.AreEqual(RigidbodyInterpolation.Interpolate, serverClientInstanceRigidBody.interpolation, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
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$"player's {nameof(Rigidbody)}'s interpolation is {serverClientInstanceRigidBody.interpolation} and not {nameof(RigidbodyInterpolation.Interpolate)}!");
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// Server authoritative NT should yield kinematic mode for the client-side player instance
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Assert.True(clientRigidBody.isKinematic, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is not kinematic!");
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// client rigidbody has no authority with NT interpolation disabled should allow Rigidbody interpolation
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if (!m_NetworkTransformInterpolate)
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{
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Assert.AreEqual(RigidbodyInterpolation.Interpolate, clientRigidBody.interpolation, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
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$"player's {nameof(Rigidbody)}'s interpolation is {clientRigidBody.interpolation} and not {nameof(RigidbodyInterpolation.Interpolate)}!");
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}
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else
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{
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Assert.AreEqual(RigidbodyInterpolation.None, clientRigidBody.interpolation, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
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$"player's {nameof(Rigidbody)}'s interpolation is {clientRigidBody.interpolation} and not {nameof(RigidbodyInterpolation.None)}!");
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}
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}
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// despawn the server player (but keep it around on the server)
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serverClientPlayerInstance.Despawn(false);
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yield return WaitForConditionOrTimeOut(() => !serverClientPlayerInstance.IsSpawned && !clientPlayerInstance.IsSpawned);
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AssertOnTimeout("Timed out waiting for client player to despawn on both server and client!");
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// When despawned, we should always be kinematic (i.e. don't apply physics when despawned)
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Assert.True(serverClientInstanceRigidBody.isKinematic, $"[Server-Side][Despawned] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is not kinematic when despawned!");
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Assert.IsTrue(clientPlayerInstance == null, $"[Client-Side] Player {nameof(NetworkObject)} is not null!");
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}
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}
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}
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#endif // COM_UNITY_MODULES_PHYSICS
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