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com.unity.netcode.gameobjects/Tests/Runtime/NetworkVarBufferCopyTest.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
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).

## [1.4.0] - 2023-04-10

### Added

- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)

### Changed

- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)

### Fixed

- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
2023-04-10 00:00:00 +00:00

159 lines
6.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkVarBufferCopyTest : NetcodeIntegrationTest
{
public class DummyNetVar : NetworkVariableBase
{
private const int k_DummyValue = 0x13579BDF;
public bool DeltaWritten;
public bool FieldWritten;
public bool DeltaRead;
public bool FieldRead;
public override void WriteDelta(FastBufferWriter writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(k_DummyValue) + 1);
using (var bitWriter = writer.EnterBitwiseContext())
{
bitWriter.WriteBits(1, 1);
}
writer.WriteValue(k_DummyValue);
DeltaWritten = true;
}
public override void WriteField(FastBufferWriter writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(k_DummyValue) + 1);
using (var bitWriter = writer.EnterBitwiseContext())
{
bitWriter.WriteBits(1, 1);
}
writer.WriteValue(k_DummyValue);
FieldWritten = true;
}
public override void ReadField(FastBufferReader reader)
{
reader.TryBeginRead(FastBufferWriter.GetWriteSize(k_DummyValue) + 1);
using (var bitReader = reader.EnterBitwiseContext())
{
bitReader.ReadBits(out byte b, 1);
}
reader.ReadValue(out int i);
Assert.AreEqual(k_DummyValue, i);
FieldRead = true;
}
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
reader.TryBeginRead(FastBufferWriter.GetWriteSize(k_DummyValue) + 1);
using (var bitReader = reader.EnterBitwiseContext())
{
bitReader.ReadBits(out byte b, 1);
}
reader.ReadValue(out int i);
Assert.AreEqual(k_DummyValue, i);
DeltaRead = true;
}
}
public class DummyNetBehaviour : NetworkBehaviour
{
public DummyNetVar NetVar = new DummyNetVar();
public override void OnNetworkSpawn()
{
if (!IsServer)
{
ClientDummyNetBehaviourSpawned(this);
}
base.OnNetworkSpawn();
}
}
protected override int NumberOfClients => 1;
private static List<DummyNetBehaviour> s_ClientDummyNetBehavioursSpawned = new List<DummyNetBehaviour>();
public static void ClientDummyNetBehaviourSpawned(DummyNetBehaviour dummyNetBehaviour)
{
s_ClientDummyNetBehavioursSpawned.Add(dummyNetBehaviour);
}
protected override IEnumerator OnSetup()
{
s_ClientDummyNetBehavioursSpawned.Clear();
return base.OnSetup();
}
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<DummyNetBehaviour>();
}
[UnityTest]
public IEnumerator TestEntireBufferIsCopiedOnNetworkVariableDelta()
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId,
m_ServerNetworkManager, serverClientPlayerResult);
var serverSideClientPlayer = serverClientPlayerResult.Result;
var serverComponent = serverSideClientPlayer.GetComponent<DummyNetBehaviour>();
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(
x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId,
m_ClientNetworkManagers[0], clientClientPlayerResult);
var clientSideClientPlayer = clientClientPlayerResult.Result;
var clientComponent = clientSideClientPlayer.GetComponent<DummyNetBehaviour>();
// Wait for the DummyNetBehaviours on the client side to notify they have been initialized and spawned
yield return WaitForConditionOrTimeOut(() => s_ClientDummyNetBehavioursSpawned.Count >= 1);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client side DummyNetBehaviour to register it was spawned!");
// Check that FieldWritten is written when dirty
serverComponent.NetVar.SetDirty(true);
yield return s_DefaultWaitForTick;
Assert.True(serverComponent.NetVar.FieldWritten);
// Check that DeltaWritten is written when dirty
serverComponent.NetVar.SetDirty(true);
yield return s_DefaultWaitForTick;
Assert.True(serverComponent.NetVar.DeltaWritten);
// Check that both FieldRead and DeltaRead were invoked on the client side
yield return WaitForConditionOrTimeOut(() => clientComponent.NetVar.FieldRead == true && clientComponent.NetVar.DeltaRead == true);
var timedOutMessage = "Timed out waiting for client reads: ";
if (s_GlobalTimeoutHelper.TimedOut)
{
if (!clientComponent.NetVar.FieldRead)
{
timedOutMessage += "[FieldRead]";
}
if (!clientComponent.NetVar.DeltaRead)
{
timedOutMessage += "[DeltaRead]";
}
}
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, timedOutMessage);
}
}
}