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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
229 lines
8.9 KiB
C#
229 lines
8.9 KiB
C#
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.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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public class HiddenVariableTest : NetworkBehaviour
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{
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}
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public class HiddenVariableObject : NetworkBehaviour
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{
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public static List<NetworkObject> ClientInstancesSpawned = new List<NetworkObject>();
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public NetworkVariable<int> MyNetworkVariable = new NetworkVariable<int>();
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public NetworkList<int> MyNetworkList = new NetworkList<int>();
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public static Dictionary<ulong, int> ValueOnClient = new Dictionary<ulong, int>();
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public static int ExpectedSize = 0;
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public static int SpawnCount = 0;
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public override void OnNetworkSpawn()
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{
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if (!IsServer)
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{
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ClientInstancesSpawned.Add(NetworkObject);
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}
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Debug.Log($"{nameof(HiddenVariableObject)}.{nameof(OnNetworkSpawn)}() with value {MyNetworkVariable.Value}");
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MyNetworkVariable.OnValueChanged += Changed;
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MyNetworkList.OnListChanged += ListChanged;
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SpawnCount++;
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base.OnNetworkSpawn();
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}
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public override void OnNetworkDespawn()
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{
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if (!IsServer)
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{
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ClientInstancesSpawned.Remove(NetworkObject);
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}
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base.OnNetworkDespawn();
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}
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public void Changed(int before, int after)
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{
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Debug.Log($"Value changed from {before} to {after} on {NetworkManager.LocalClientId}");
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ValueOnClient[NetworkManager.LocalClientId] = after;
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}
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public void ListChanged(NetworkListEvent<int> listEvent)
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{
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Debug.Log($"ListEvent received: type {listEvent.Type}, index {listEvent.Index}, value {listEvent.Value}");
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Debug.Assert(ExpectedSize == MyNetworkList.Count);
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}
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}
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public class HiddenVariableTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 4;
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private NetworkObject m_NetSpawnedObject;
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private List<NetworkObject> m_NetSpawnedObjectOnClient = new List<NetworkObject>();
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private GameObject m_TestNetworkPrefab;
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<HiddenVariableTest>();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_TestNetworkPrefab = CreateNetworkObjectPrefab("MyTestObject");
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m_TestNetworkPrefab.AddComponent<HiddenVariableObject>();
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}
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public IEnumerator WaitForSpawnCount(int targetCount)
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{
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var endTime = Time.realtimeSinceStartup + 1.0;
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while (HiddenVariableObject.SpawnCount != targetCount &&
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Time.realtimeSinceStartup < endTime)
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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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public bool VerifyLists()
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{
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NetworkList<int> prev = null;
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int numComparison = 0;
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var prevObject = (NetworkObject)null;
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// for all the instances of NetworkList
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foreach (var networkObject in m_NetSpawnedObjectOnClient)
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{
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// this skips despawned/hidden objects
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if (networkObject != null)
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{
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// if we've seen another one before
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if (prev != null)
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{
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var curr = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
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// check that the two lists are identical
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if (curr.Count != prev.Count)
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{
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return false;
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}
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for (int index = 0; index < curr.Count; index++)
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{
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if (curr[index] != prev[index])
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{
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return false;
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}
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}
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numComparison++;
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}
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prevObject = networkObject;
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// store the list
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prev = networkObject.GetComponent<HiddenVariableObject>().MyNetworkList;
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}
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}
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return true;
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}
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public IEnumerator RefreshGameObects(int numberToExpect)
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{
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yield return WaitForConditionOrTimeOut(() => numberToExpect == HiddenVariableObject.ClientInstancesSpawned.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for total spawned count to reach {numberToExpect} but is currently {HiddenVariableObject.ClientInstancesSpawned.Count}");
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m_NetSpawnedObjectOnClient = HiddenVariableObject.ClientInstancesSpawned;
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}
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private bool CheckValueOnClient(ulong otherClientId, int value)
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{
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foreach (var id in m_ServerNetworkManager.ConnectedClientsIds)
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{
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if (id != otherClientId)
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{
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if (!HiddenVariableObject.ValueOnClient.ContainsKey(id) || HiddenVariableObject.ValueOnClient[id] != value)
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{
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return false;
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}
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}
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}
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return true;
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}
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private IEnumerator SetAndCheckValueSet(ulong otherClientId, int value)
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{
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yield return WaitForConditionOrTimeOut(() => CheckValueOnClient(otherClientId, value));
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for all clients to have a value of {value}");
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yield return WaitForConditionOrTimeOut(VerifyLists);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for all clients to have identical values!");
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Debug.Log("Value changed");
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}
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[UnityTest]
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public IEnumerator HiddenVariableTest()
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{
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HiddenVariableObject.SpawnCount = 0;
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HiddenVariableObject.ValueOnClient.Clear();
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HiddenVariableObject.ExpectedSize = 0;
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HiddenVariableObject.SpawnCount = 0;
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Debug.Log("Running test");
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// ==== Spawn object with ownership on one client
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var client = m_ServerNetworkManager.ConnectedClientsList[1];
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var otherClient = m_ServerNetworkManager.ConnectedClientsList[2];
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m_NetSpawnedObject = SpawnObject(m_TestNetworkPrefab, m_ClientNetworkManagers[1]).GetComponent<NetworkObject>();
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yield return RefreshGameObects(4);
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// === Check spawn occurred
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yield return WaitForSpawnCount(NumberOfClients + 1);
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Debug.Assert(HiddenVariableObject.SpawnCount == NumberOfClients + 1);
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Debug.Log("Objects spawned");
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// ==== Set the NetworkVariable value to 2
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HiddenVariableObject.ExpectedSize = 1;
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HiddenVariableObject.SpawnCount = 0;
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var currentValueSet = 2;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
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yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
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// ==== Hide our object to a different client
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HiddenVariableObject.ExpectedSize = 2;
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m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
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currentValueSet = 3;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
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yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
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// ==== Show our object again to this client
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HiddenVariableObject.ExpectedSize = 3;
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m_NetSpawnedObject.NetworkShow(otherClient.ClientId);
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// ==== Wait for object to be spawned
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yield return WaitForSpawnCount(1);
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Debug.Assert(HiddenVariableObject.SpawnCount == 1);
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Debug.Log("Object spawned");
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// ==== We need a refresh for the newly re-spawned object
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yield return RefreshGameObects(4);
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currentValueSet = 4;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkVariable.Value = currentValueSet;
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m_NetSpawnedObject.GetComponent<HiddenVariableObject>().MyNetworkList.Add(currentValueSet);
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yield return SetAndCheckValueSet(otherClient.ClientId, currentValueSet);
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// ==== Hide our object to that different client again, and then destroy it
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m_NetSpawnedObject.NetworkHide(otherClient.ClientId);
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yield return new WaitForSeconds(0.2f);
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m_NetSpawnedObject.Despawn();
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yield return new WaitForSeconds(0.2f);
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}
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}
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}
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