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). ## [2.2.0] - 2024-12-12 ### Added - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175) - Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130) - Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113) ### Fixed - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118) - Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133) - Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113) - Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110) - Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108) ### Changed - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
167 lines
6.5 KiB
C#
167 lines
6.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Netcode.Transports.UTP;
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using Unity.Networking.Transport;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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internal static class UnityTransportTestHelpers
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{
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// Half a second might seem like a very long time to wait for a network event, but in CI
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// many of the machines are underpowered (e.g. old Android devices or Macs) and there are
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// sometimes very high lag spikes. PS4 and Switch are particularly sensitive in this regard
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// so we allow even more time for these platforms.
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public const float MaxNetworkEventWaitTime = 0.5f;
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// Wait for an event to appear in the given event list (must be the very next event).
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public static IEnumerator WaitForNetworkEvent(NetworkEvent type, List<TransportEvent> events, float timeout = MaxNetworkEventWaitTime)
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{
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int initialCount = events.Count;
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float startTime = Time.realtimeSinceStartup;
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while (Time.realtimeSinceStartup - startTime < timeout)
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{
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if (events.Count > initialCount)
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{
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Assert.AreEqual(type, events[initialCount].Type);
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yield break;
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}
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yield return new WaitForSeconds(0.01f);
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}
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Assert.Fail("Timed out while waiting for network event.");
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}
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// Wait to ensure no event is sent.
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public static IEnumerator EnsureNoNetworkEvent(List<TransportEvent> events, float timeout = MaxNetworkEventWaitTime)
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{
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int initialCount = events.Count;
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float startTime = Time.realtimeSinceStartup;
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while (Time.realtimeSinceStartup - startTime < timeout)
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{
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if (events.Count > initialCount)
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{
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Assert.Fail("Received unexpected network event.");
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}
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yield return new WaitForSeconds(0.01f);
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}
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}
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// Common code to initialize a UnityTransport that logs its events.
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public static void InitializeTransport(out UnityTransport transport, out List<TransportEvent> events,
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int maxPayloadSize = UnityTransport.InitialMaxPayloadSize, int maxSendQueueSize = 0, NetworkFamily family = NetworkFamily.Ipv4)
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{
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var logger = new TransportEventLogger();
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events = logger.Events;
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transport = new GameObject().AddComponent<UnityTransportTestComponent>();
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transport.OnTransportEvent += logger.HandleEvent;
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transport.MaxPayloadSize = maxPayloadSize;
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transport.MaxSendQueueSize = maxSendQueueSize;
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if (family == NetworkFamily.Ipv6)
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{
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transport.SetConnectionData("::1", 7777);
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}
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transport.Initialize();
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}
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// Information about an event generated by a transport (basically just the parameters that
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// are normally passed along to a TransportEventDelegate).
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internal struct TransportEvent
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{
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public NetworkEvent Type;
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public ulong ClientID;
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public ArraySegment<byte> Data;
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public float ReceiveTime;
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}
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// Utility class that logs events generated by a UnityTransport. Set it up by adding the
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// HandleEvent method as an OnTransportEvent delegate of the transport. The list of events
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// (in order in which they were generated) can be accessed through the Events property.
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internal class TransportEventLogger
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{
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private readonly List<TransportEvent> m_Events = new List<TransportEvent>();
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public List<TransportEvent> Events => m_Events;
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public void HandleEvent(NetworkEvent type, ulong clientID, ArraySegment<byte> data, float receiveTime)
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{
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// Copy the data since the backing array will be reused for future messages.
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if (data != default(ArraySegment<byte>))
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{
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var dataCopy = new byte[data.Count];
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Array.Copy(data.Array, data.Offset, dataCopy, 0, data.Count);
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data = new ArraySegment<byte>(dataCopy);
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}
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m_Events.Add(new TransportEvent
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{
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Type = type,
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ClientID = clientID,
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Data = data,
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ReceiveTime = receiveTime
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});
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}
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}
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internal class UnityTransportTestComponent : UnityTransport, INetworkUpdateSystem
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{
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private static List<UnityTransportTestComponent> s_Instances = new List<UnityTransportTestComponent>();
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public static void CleanUp()
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{
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for (int i = s_Instances.Count - 1; i >= 0; i--)
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{
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var instance = s_Instances[i];
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instance.Shutdown();
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DestroyImmediate(instance.gameObject);
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}
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s_Instances.Clear();
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}
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/// <summary>
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/// Simulate the <see cref="NetworkManager.NetworkUpdate"/> being invoked so <see cref="UnityTransport.EarlyUpdate"/>
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/// and <see cref="UnityTransport.PostLateUpdate"/> are invoked.
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/// </summary>
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public void NetworkUpdate(NetworkUpdateStage updateStage)
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{
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switch (updateStage)
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{
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case NetworkUpdateStage.EarlyUpdate:
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{
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EarlyUpdate();
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break;
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}
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case NetworkUpdateStage.PostLateUpdate:
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{
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PostLateUpdate();
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break;
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}
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}
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}
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public override void Shutdown()
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{
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s_Instances.Remove(this);
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base.Shutdown();
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this.UnregisterAllNetworkUpdates();
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}
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public override void Initialize(NetworkManager networkManager = null)
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{
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base.Initialize(networkManager);
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this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
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this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
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s_Instances.Add(this);
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}
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}
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}
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}
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