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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
115 lines
5.0 KiB
C#
115 lines
5.0 KiB
C#
using System.Collections;
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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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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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/// Tests calling destroy on spawned / unspawned <see cref="NetworkObject"/>s. Expected behavior:
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/// - Server or client destroy on unspawned => Object gets destroyed, no exceptions
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/// - Server destroy spawned => Object gets destroyed and despawned/destroyed on all clients. Server does not run <see cref="NetworkPrefaInstanceHandler.HandleNetworkPrefabDestroy"/>. Client runs it.
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/// - Client destroy spawned => throw exception.
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/// </summary>
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public class NetworkObjectDestroyTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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/// <summary>
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/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator TestNetworkObjectServerDestroy()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER*
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var serverClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ServerNetworkManager, serverClientPlayerResult);
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
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var clientClientPlayerResult = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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yield return NetcodeIntegrationTestHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ClientNetworkManagers[0], clientClientPlayerResult);
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Assert.IsNotNull(serverClientPlayerResult.Result.gameObject);
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Assert.IsNotNull(clientClientPlayerResult.Result.gameObject);
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// destroy the server player
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Object.Destroy(serverClientPlayerResult.Result.gameObject);
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsTrue(serverClientPlayerResult.Result == null); // Assert.IsNull doesn't work here
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Assert.IsTrue(clientClientPlayerResult.Result == null);
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// create an unspawned networkobject and destroy it
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var go = new GameObject();
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go.AddComponent<NetworkObject>();
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Object.Destroy(go);
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yield return null;
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Assert.IsTrue(go == null);
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}
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public enum ClientDestroyObject
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{
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ShuttingDown,
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ActiveSession
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}
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/// <summary>
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/// Validates the expected behavior when the client-side destroys a <see cref="NetworkObject"/>
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/// </summary>
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[UnityTest]
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public IEnumerator TestNetworkObjectClientDestroy([Values] ClientDestroyObject clientDestroyObject)
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{
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var isShuttingDown = clientDestroyObject == ClientDestroyObject.ShuttingDown;
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var clientPlayer = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
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var clientId = clientPlayer.OwnerClientId;
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//destroying a NetworkObject while shutting down is allowed
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if (isShuttingDown)
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{
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m_ClientNetworkManagers[0].Shutdown();
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}
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else
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{
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LogAssert.ignoreFailingMessages = true;
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NetworkLog.NetworkManagerOverride = m_ClientNetworkManagers[0];
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}
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Object.DestroyImmediate(clientPlayer.gameObject);
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// destroying a NetworkObject while a session is active is not allowed
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if (!isShuttingDown)
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{
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yield return WaitForConditionOrTimeOut(HaveLogsBeenReceived);
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AssertOnTimeout($"Not all expected logs were received when destroying a {nameof(NetworkObject)} on the client side during an active session!");
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}
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}
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private bool HaveLogsBeenReceived()
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{
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if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, "[Netcode] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
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{
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return false;
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}
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if (!NetcodeLogAssert.HasLogBeenReceived(LogType.Error, $"[Netcode-Server Sender={m_ClientNetworkManagers[0].LocalClientId}] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead."))
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{
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return false;
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}
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return true;
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}
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protected override IEnumerator OnTearDown()
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{
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NetworkLog.NetworkManagerOverride = null;
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LogAssert.ignoreFailingMessages = false;
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return base.OnTearDown();
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}
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}
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}
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