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)
116 lines
5.7 KiB
C#
116 lines
5.7 KiB
C#
using System.Collections;
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using System.Linq;
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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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internal class NetworkObjectNetworkClientOwnedObjectsTests : NetcodeIntegrationTest
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{
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private class DummyNetworkBehaviour : NetworkBehaviour
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{
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}
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protected override int NumberOfClients => 1;
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private GameObject m_NetworkObject;
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protected override void OnServerAndClientsCreated()
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{
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m_NetworkObject = CreateNetworkObjectPrefab("ClientOwnedObject");
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m_NetworkObject.gameObject.AddComponent<DummyNetworkBehaviour>();
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}
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[UnityTest]
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public IEnumerator ChangeOwnershipOwnedObjectsAddTest()
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{
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NetworkObject serverObject = m_NetworkObject.GetComponent<NetworkObject>();
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serverObject.NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.Spawn();
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// Provide enough time for the client to receive and process the spawned message.
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yield return WaitForMessageReceived<CreateObjectMessage>(m_ClientNetworkManagers.ToList());
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// The object is owned by server
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Assert.False(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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// Change the ownership
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serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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// Provide enough time for the client to receive and process the change in ownership message.
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
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// Ensure it's now added to the list
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Assert.True(m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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Assert.True(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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}
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[UnityTest]
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public IEnumerator WhenOwnershipIsChanged_OwnershipValuesUpdateCorrectly()
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{
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NetworkObject serverObject = m_NetworkObject.GetComponent<NetworkObject>();
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serverObject.NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.Spawn();
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// Provide enough time for the client to receive and process the spawned message.
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yield return WaitForMessageReceived<CreateObjectMessage>(m_ClientNetworkManagers.ToList());
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// The object is owned by server
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Assert.False(m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_ClientNetworkManagers[0].LocalClientId).Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));
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// Change the ownership
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serverObject.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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// Provide enough time for the client to receive and process the change in ownership message.
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
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Assert.IsFalse(serverObject.IsOwner);
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Assert.IsFalse(serverObject.IsOwnedByServer);
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Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, serverObject.OwnerClientId);
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var serverBehaviour = serverObject.GetComponent<DummyNetworkBehaviour>();
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Assert.IsFalse(serverBehaviour.IsOwner);
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Assert.IsFalse(serverBehaviour.IsOwnedByServer);
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Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, serverBehaviour.OwnerClientId);
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#if UNITY_2023_1_OR_NEWER
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var clientObject = Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).Where((obj) => obj.NetworkManagerOwner == m_ClientNetworkManagers[0]).FirstOrDefault();
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#else
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var clientObject = Object.FindObjectsOfType<NetworkObject>().Where((obj) => obj.NetworkManagerOwner == m_ClientNetworkManagers[0]).FirstOrDefault();
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#endif
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Assert.IsNotNull(clientObject);
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Assert.IsTrue(clientObject.IsOwner);
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Assert.IsFalse(clientObject.IsOwnedByServer);
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Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, clientObject.OwnerClientId);
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var clientBehaviour = clientObject.GetComponent<DummyNetworkBehaviour>();
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Assert.IsTrue(clientBehaviour.IsOwner);
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Assert.IsFalse(clientBehaviour.IsOwnedByServer);
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Assert.AreEqual(m_ClientNetworkManagers[0].LocalClientId, clientBehaviour.OwnerClientId);
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serverObject.RemoveOwnership();
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// Provide enough time for the client to receive and process the change in ownership message.
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
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Assert.IsTrue(serverObject.IsOwner);
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Assert.IsTrue(serverObject.IsOwnedByServer);
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Assert.AreEqual(NetworkManager.ServerClientId, serverObject.OwnerClientId);
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Assert.IsTrue(serverBehaviour.IsOwner);
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Assert.IsTrue(serverBehaviour.IsOwnedByServer);
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Assert.AreEqual(NetworkManager.ServerClientId, serverBehaviour.OwnerClientId);
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Assert.IsFalse(clientObject.IsOwner);
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Assert.IsTrue(clientObject.IsOwnedByServer);
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Assert.AreEqual(NetworkManager.ServerClientId, clientObject.OwnerClientId);
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Assert.IsFalse(clientBehaviour.IsOwner);
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Assert.IsTrue(clientBehaviour.IsOwnedByServer);
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Assert.AreEqual(NetworkManager.ServerClientId, clientBehaviour.OwnerClientId);
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}
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}
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}
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