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). ## [1.3.1] - 2023-03-27 ### Added - Added detection and graceful handling of corrupt packets for additional safety. (#2419) ### Changed - The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450) - `NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`. - Dirty `NetworkObject` are reset at end-of-frame and not at serialization time. - `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair. - Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228) - Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322) ### Fixed - Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399) - Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398) - Fixed issue where a dynamically spawned `NetworkObject` parented under an in-scene placed `NetworkObject` would have its `InScenePlaced` value changed to `true`. This would result in a soft synchronization error for late joining clients. (#2396) - Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347) - Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345) - Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323) - Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332) - Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321) - Fixed `NetworkAnimator` issue where it was not checking for `AnimatorStateTtansition.destinationStateMachine` and any possible sub-states defined within it. (#2309) - Fixed `NetworkAnimator` issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) - Fixed `NetworkAnimator` issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where `NetworkAnimator` was checking for animation changes when the associated `NetworkObject` was not spawned.(#2309) - Corrected an issue with the documentation for BufferSerializer (#2401)
351 lines
16 KiB
C#
351 lines
16 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// This is a refactor of the original test's NetworkBehaviour INetVarInfo derived NetworkBehaviours
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/// </summary>
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public class NetVarContainer : NetworkBehaviour
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{
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/// <summary>
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/// Creates a prefab with two instances of this NetworkBehaviour
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/// </summary>
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/// <returns></returns>
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public static GameObject CreatePrefabGameObject(NetVarCombinationTypes netVarsToCheck)
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{
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var gameObject = new GameObject
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{
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// Always a good idea to name the Prefab for easy identification purposes
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name = "NetVarContainerObject"
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};
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var networkObject = gameObject.AddComponent<NetworkObject>();
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// Create the two instances of the NetVarContainer components and add them to the
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// GameObject of this prefab
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var netVarContainer = gameObject.AddComponent<NetVarContainer>();
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netVarContainer.NumberOfNetVarsToCheck = netVarsToCheck.FirstType;
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netVarContainer.ValueToSetNetVarTo = NetworkBehaviourUpdaterTests.NetVarValueToSet;
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netVarContainer = gameObject.AddComponent<NetVarContainer>();
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netVarContainer.NumberOfNetVarsToCheck = netVarsToCheck.SecondType;
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netVarContainer.ValueToSetNetVarTo = NetworkBehaviourUpdaterTests.NetVarValueToSet;
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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return gameObject;
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}
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public enum NetVarsToCheck
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{
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One,
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Two
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}
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public NetVarsToCheck NumberOfNetVarsToCheck;
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public int ValueToSetNetVarTo = 0;
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/// <summary>
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/// Only used on the client-side for this test, this
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/// is used to see if the network variables have changed.
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/// </summary>
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public bool HaveAllValuesChanged(int valueToCheck)
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{
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var allValuesChanged = false;
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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allValuesChanged = m_FirstValue.Value == valueToCheck && m_SeconValue.Value == valueToCheck;
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break;
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}
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case NetVarsToCheck.One:
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{
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allValuesChanged = m_FirstValue.Value == valueToCheck;
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break;
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}
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}
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return allValuesChanged;
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}
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/// <summary>
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/// Only used on the server side to check the isDirty flag for the
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/// NetworkVariables being used for each test iteration
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/// </summary>
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public bool AreNetVarsDirty()
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{
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var areDirty = false;
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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areDirty = m_FirstValue.IsDirty() && m_SeconValue.IsDirty();
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break;
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}
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case NetVarsToCheck.One:
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{
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areDirty = m_FirstValue.IsDirty();
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break;
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}
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}
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return areDirty;
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}
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/// <summary>
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/// The original version of this test only ever had up to 2 NetworkVariables per
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/// NetworkBehaviour. As opposed to using a List of NetworkVariables, we just
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/// create the maximum number that could be used and then only use what we need
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/// for each test iteration.
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/// </summary>
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private NetworkVariable<int> m_FirstValue = new NetworkVariable<int>();
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private NetworkVariable<int> m_SeconValue = new NetworkVariable<int>();
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public override void OnNetworkSpawn()
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{
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// Clients will register each NetworkObject when it is spawned
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if (!IsServer)
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{
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NetworkBehaviourUpdaterTests.ClientSideNotifyObjectSpawned(gameObject);
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}
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}
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/// <summary>
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/// Server side only, sets the NetworkVariables being used to the ValueToSetNetVarTo
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/// that is pre-configured when the Network Prefab is created.
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/// </summary>
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public void SetNetworkVariableValues()
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{
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if (IsServer)
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{
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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m_FirstValue.Value = ValueToSetNetVarTo;
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m_SeconValue.Value = ValueToSetNetVarTo;
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Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
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break;
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}
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case NetVarsToCheck.One:
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{
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m_FirstValue.Value = ValueToSetNetVarTo;
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Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
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break;
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}
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}
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}
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}
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}
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/// <summary>
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/// Used to define how many NetworkVariables to use per NetVarContainer instance.
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/// There are always two
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/// </summary>
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public struct NetVarCombinationTypes
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{
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public NetVarContainer.NetVarsToCheck FirstType;
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public NetVarContainer.NetVarsToCheck SecondType;
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}
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public class NetworkBehaviourUpdaterTests : NetcodeIntegrationTest
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{
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// Go ahead and create maximum number of clients (not all tests will use them)
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protected override int NumberOfClients => 2;
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public const int NetVarValueToSet = 1;
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private static List<GameObject> s_ClientSpawnedNetworkObjects = new List<GameObject>();
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private List<NetworkManager> m_ActiveClientsForCurrentTest;
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/// <summary>
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/// Clients will call this when NetworkObjects are spawned on their end
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/// </summary>
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/// <param name="objectSpaned">the GameObject of the NetworkObject spawned</param>
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public static void ClientSideNotifyObjectSpawned(GameObject objectSpaned)
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{
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if (!s_ClientSpawnedNetworkObjects.Contains(objectSpaned))
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{
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s_ClientSpawnedNetworkObjects.Add(objectSpaned);
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}
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}
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protected override bool CanStartServerAndClients()
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{
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return false;
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}
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/// <summary>
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/// Creates the server and client(s) required for this particular test iteration
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/// </summary>
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private IEnumerator StartClientsAndServer(bool useHost, int numberOfClients, GameObject prefabObject)
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{
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void AddNetworkPrefab(NetworkConfig config, NetworkPrefab prefab)
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{
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config.Prefabs.Add(prefab);
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}
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// Sanity check to make sure we are not trying to create more clients than we have available to use
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Assert.True(numberOfClients <= m_ClientNetworkManagers.Length);
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m_ActiveClientsForCurrentTest = new List<NetworkManager>();
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// Create a list of the clients to be used in this test from the available clients
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for (int i = 0; i < numberOfClients; i++)
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{
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m_ActiveClientsForCurrentTest.Add(m_ClientNetworkManagers[i]);
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}
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// Add the prefab to be used for this particular test iteration
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var np = new NetworkPrefab { Prefab = prefabObject };
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AddNetworkPrefab(m_ServerNetworkManager.NetworkConfig, np);
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m_ServerNetworkManager.NetworkConfig.TickRate = 30;
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foreach (var clientManager in m_ActiveClientsForCurrentTest)
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{
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m_ServerNetworkManager.NetworkConfig.TickRate = 30;
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AddNetworkPrefab(clientManager.NetworkConfig, np);
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}
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// Now spin everything up normally
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var clientsAsArry = m_ActiveClientsForCurrentTest.ToArray();
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Assert.True(NetcodeIntegrationTestHelpers.Start(useHost, m_ServerNetworkManager, clientsAsArry), "Failed to start server and client instances");
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// Only if we have clients (not host)
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if (numberOfClients > 0)
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{
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RegisterSceneManagerHandler();
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}
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// Wait for connection on client and server side
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yield return WaitForClientsConnectedOrTimeOut(clientsAsArry);
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}
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/// <summary>
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/// This list replaces the original NetworkVariable types to be checked.
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/// Both NetworkVariables are of type int and the original version of this test was testing
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/// the NetworkBehaviour Update when there were 1 or more (i.e two) on the same NetworkBehaviour.
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/// After reviewing, we really only needed to test a much smaller combination of types and so
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/// this pre-generated array represents the reduced set of combinations to test.
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/// Note:
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/// The original test was also testing for no NetworkVariables of type int, which there ended up
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/// being no reason to do that and only added to the length of the execution time for this test.
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/// </summary>
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public static NetVarCombinationTypes[] NetVarCombinationTypeValues = new[]{
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new NetVarCombinationTypes() { FirstType = NetVarContainer.NetVarsToCheck.One, SecondType = NetVarContainer.NetVarsToCheck.One },
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new NetVarCombinationTypes() { FirstType = NetVarContainer.NetVarsToCheck.One, SecondType = NetVarContainer.NetVarsToCheck.Two },
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new NetVarCombinationTypes() { FirstType = NetVarContainer.NetVarsToCheck.Two, SecondType = NetVarContainer.NetVarsToCheck.Two }};
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/// <summary>
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/// The updated BehaviourUpdaterAllTests was re-designed to replicate the same functionality being tested in the
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/// original version of this test with additional time out handling and a re-organization in the order of operations.
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/// Things like making sure all clients have spawned the NetworkObjects in question prior to testing for the
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/// NetworkVariable value changes helped to eliminate the timing issues that were happening when this test was run
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/// in a stand alone test runner build (i.e. all consoles run the stand alone version as opposed to the in-editor
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/// version like the desktop tests use).
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/// This update also updated how the server and clients were being constructed to help reduce the execution time.
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/// </summary>
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/// <param name="useHost"> whether to run the server as a host or not</param>
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/// <param name="varCombinationTypes">the NetworkVariable combination types</param>
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/// <param name="nbClients"> number of clients to use for the test</param>
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/// <param name="numToSpawn"> number of NetworkObjects to be spawned</param>
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[UnityTest]
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public IEnumerator BehaviourUpdaterAllTests([Values] bool useHost,
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[ValueSource(nameof(NetVarCombinationTypeValues))] NetVarCombinationTypes varCombinationTypes,
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[Values(0, 1, 2)] int nbClients, [Values(1, 2)] int numToSpawn)
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{
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s_ClientSpawnedNetworkObjects.Clear();
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// The edge case scenario where we can exit early is when we are running
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// just the server (i.e. non-host) and there are zero clients. Under this
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// edge case scenario of the various combinations we do not need to run
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// this test as the IsDirty flag is never cleared when no clients exist at all.
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if (nbClients == 0 && !useHost)
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{
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yield break;
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}
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// Create our prefab based on the NetVarCombinationTypes
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var prefabToSpawn = NetVarContainer.CreatePrefabGameObject(varCombinationTypes);
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yield return StartClientsAndServer(useHost, nbClients, prefabToSpawn);
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// Tracks the server-side spawned prefab instances
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var spawnedPrefabs = new List<GameObject>();
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var tickInterval = 1.0f / m_ServerNetworkManager.NetworkConfig.TickRate;
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// Used to determine if the client-side checks of this test should be
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// executed or not as well is used to make sure all clients have spawned
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// the appropriate number of NetworkObjects with the NetVarContainer behaviour
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var numberOfObjectsToSpawnOnClients = numToSpawn * nbClients;
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// spawn the objects
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for (int i = 0; i < numToSpawn; i++)
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{
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var spawnedObject = Object.Instantiate(prefabToSpawn);
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spawnedPrefabs.Add(spawnedObject);
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var networkSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
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networkSpawnedObject.NetworkManagerOwner = m_ServerNetworkManager;
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networkSpawnedObject.Spawn();
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}
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// When there are no clients (excluding when server is in host mode), we can skip all of this
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// wait until all objects are spawned on the clients
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if (numberOfObjectsToSpawnOnClients > 0)
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{
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// Waits for all clients to spawn the NetworkObjects
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yield return WaitForConditionOrTimeOut(() => numberOfObjectsToSpawnOnClients == s_ClientSpawnedNetworkObjects.Count);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for clients to report spawning objects! " +
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$"Total reported client-side spawned objects {s_ClientSpawnedNetworkObjects.Count}");
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}
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// Once all clients have spawned the NetworkObjects, set the network variables for
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// those NetworkObjects on the server-side.
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foreach (var spawnedPrefab in spawnedPrefabs)
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{
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var netVarContiners = spawnedPrefab.GetComponents<NetVarContainer>();
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foreach (var netVarContiner in netVarContiners)
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{
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netVarContiner.SetNetworkVariableValues();
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}
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}
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// Update the NetworkBehaviours to make sure all network variables are no longer marked as dirty
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m_ServerNetworkManager.BehaviourUpdater.NetworkBehaviourUpdate(m_ServerNetworkManager);
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// Verify that all network variables are no longer dirty on server side only if we have clients (including host)
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foreach (var serverSpawnedObject in spawnedPrefabs)
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{
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var netVarContainers = serverSpawnedObject.GetComponents<NetVarContainer>();
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foreach (var netVarContainer in netVarContainers)
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{
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Assert.False(netVarContainer.AreNetVarsDirty(), "Some NetworkVariables were still marked dirty after NetworkBehaviourUpdate!");
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}
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}
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// When there are no clients (excluding when server is in host mode), we can skip all of this
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if (numberOfObjectsToSpawnOnClients > 0)
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{
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// Get a list of all NetVarContainer components on the client-side spawned NetworkObjects
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var clientSideNetVarContainers = new List<NetVarContainer>();
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foreach (var clientSpawnedObjects in s_ClientSpawnedNetworkObjects)
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{
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var netVarContainers = clientSpawnedObjects.GetComponents<NetVarContainer>();
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foreach (var netvarContiner in netVarContainers)
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{
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clientSideNetVarContainers.Add(netvarContiner);
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}
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}
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yield return WaitForConditionOrTimeOut(() =>
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clientSideNetVarContainers.Where(d =>
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d.HaveAllValuesChanged(NetVarValueToSet)).Count() == clientSideNetVarContainers.Count);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side NetVarContainers to report all NetworkVariables have been updated!");
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}
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Object.DestroyImmediate(prefabToSpawn);
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}
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}
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}
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