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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
268 lines
10 KiB
C#
268 lines
10 KiB
C#
using System.Collections.Generic;
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using NUnit.Framework;
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namespace Unity.Netcode.EditorTests
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{
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public class MessageRegistrationTests
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{
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private struct TestMessageOne : INetworkMessage, INetworkSerializeByMemcpy
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{
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public int A;
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public int B;
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public int C;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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writer.WriteValue(this);
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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}
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public int Version => 0;
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}
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private struct TestMessageTwo : INetworkMessage, INetworkSerializeByMemcpy
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{
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public int A;
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public int B;
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public int C;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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writer.WriteValue(this);
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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}
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public int Version => 0;
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}
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private class TestMessageProviderOne : IMessageProvider
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{
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public List<MessagingSystem.MessageWithHandler> GetMessages()
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{
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return new List<MessagingSystem.MessageWithHandler>
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{
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new MessagingSystem.MessageWithHandler
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{
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MessageType = typeof(TestMessageOne),
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Handler = MessagingSystem.ReceiveMessage<TestMessageOne>,
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GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessageOne>
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},
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new MessagingSystem.MessageWithHandler
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{
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MessageType = typeof(TestMessageTwo),
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Handler = MessagingSystem.ReceiveMessage<TestMessageTwo>,
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GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessageTwo>
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}
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};
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}
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}
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private struct TestMessageThree : INetworkMessage, INetworkSerializeByMemcpy
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{
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public int A;
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public int B;
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public int C;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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writer.WriteValue(this);
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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}
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public int Version => 0;
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}
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private class TestMessageProviderTwo : IMessageProvider
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{
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public List<MessagingSystem.MessageWithHandler> GetMessages()
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{
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return new List<MessagingSystem.MessageWithHandler>
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{
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new MessagingSystem.MessageWithHandler
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{
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MessageType = typeof(TestMessageThree),
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Handler = MessagingSystem.ReceiveMessage<TestMessageThree>,
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GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessageThree>
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}
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};
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}
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}
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private struct TestMessageFour : INetworkMessage, INetworkSerializeByMemcpy
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{
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public int A;
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public int B;
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public int C;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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writer.WriteValue(this);
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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}
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public int Version => 0;
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}
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private class TestMessageProviderThree : IMessageProvider
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{
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public List<MessagingSystem.MessageWithHandler> GetMessages()
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{
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return new List<MessagingSystem.MessageWithHandler>
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{
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new MessagingSystem.MessageWithHandler
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{
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MessageType = typeof(TestMessageFour),
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Handler = MessagingSystem.ReceiveMessage<TestMessageFour>,
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GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessageFour>
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}
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};
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}
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}
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[Test]
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public void WhenCreatingMessageSystem_OnlyProvidedTypesAreRegistered()
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{
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var sender = new NopMessageSender();
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using var systemOne = new MessagingSystem(sender, null, new TestMessageProviderOne());
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using var systemTwo = new MessagingSystem(sender, null, new TestMessageProviderTwo());
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using var systemThree = new MessagingSystem(sender, null, new TestMessageProviderThree());
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using (systemOne)
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using (systemTwo)
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using (systemThree)
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{
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Assert.AreEqual(2, systemOne.MessageHandlerCount);
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Assert.AreEqual(1, systemTwo.MessageHandlerCount);
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Assert.AreEqual(1, systemThree.MessageHandlerCount);
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Assert.Contains(typeof(TestMessageOne), systemOne.MessageTypes);
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Assert.Contains(typeof(TestMessageTwo), systemOne.MessageTypes);
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Assert.Contains(typeof(TestMessageThree), systemTwo.MessageTypes);
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Assert.Contains(typeof(TestMessageFour), systemThree.MessageTypes);
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}
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}
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[Test]
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public void WhenCreatingMessageSystem_BoundTypeMessageHandlersAreRegistered()
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{
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var sender = new NopMessageSender();
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using var systemOne = new MessagingSystem(sender, null, new TestMessageProviderOne());
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using var systemTwo = new MessagingSystem(sender, null, new TestMessageProviderTwo());
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using var systemThree = new MessagingSystem(sender, null, new TestMessageProviderThree());
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using (systemOne)
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using (systemTwo)
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using (systemThree)
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{
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MessagingSystem.MessageHandler handlerOne = MessagingSystem.ReceiveMessage<TestMessageOne>;
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MessagingSystem.MessageHandler handlerTwo = MessagingSystem.ReceiveMessage<TestMessageTwo>;
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MessagingSystem.MessageHandler handlerThree = MessagingSystem.ReceiveMessage<TestMessageThree>;
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MessagingSystem.MessageHandler handlerFour = MessagingSystem.ReceiveMessage<TestMessageFour>;
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Assert.AreEqual(handlerOne, systemOne.MessageHandlers[systemOne.GetMessageType(typeof(TestMessageOne))]);
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Assert.AreEqual(handlerTwo, systemOne.MessageHandlers[systemOne.GetMessageType(typeof(TestMessageTwo))]);
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Assert.AreEqual(handlerThree, systemTwo.MessageHandlers[systemTwo.GetMessageType(typeof(TestMessageThree))]);
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Assert.AreEqual(handlerFour, systemThree.MessageHandlers[systemThree.GetMessageType(typeof(TestMessageFour))]);
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}
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}
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internal class AAAEarlyLexicographicNetworkMessage : INetworkMessage
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{
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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}
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public int Version => 0;
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}
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#pragma warning disable IDE1006
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internal class zzzLateLexicographicNetworkMessage : AAAEarlyLexicographicNetworkMessage
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{
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}
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#pragma warning restore IDE1006
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internal class OrderingMessageProvider : IMessageProvider
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{
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public List<MessagingSystem.MessageWithHandler> GetMessages()
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{
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var listMessages = new List<MessagingSystem.MessageWithHandler>();
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var messageWithHandler = new MessagingSystem.MessageWithHandler
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{
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MessageType = typeof(zzzLateLexicographicNetworkMessage),
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GetVersion = MessagingSystem.CreateMessageAndGetVersion<zzzLateLexicographicNetworkMessage>
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};
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listMessages.Add(messageWithHandler);
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messageWithHandler.MessageType = typeof(ConnectionRequestMessage);
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messageWithHandler.GetVersion = MessagingSystem.CreateMessageAndGetVersion<ConnectionRequestMessage>;
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listMessages.Add(messageWithHandler);
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messageWithHandler.MessageType = typeof(ConnectionApprovedMessage);
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messageWithHandler.GetVersion = MessagingSystem.CreateMessageAndGetVersion<ConnectionApprovedMessage>;
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listMessages.Add(messageWithHandler);
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messageWithHandler.MessageType = typeof(AAAEarlyLexicographicNetworkMessage);
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messageWithHandler.GetVersion = MessagingSystem.CreateMessageAndGetVersion<AAAEarlyLexicographicNetworkMessage>;
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listMessages.Add(messageWithHandler);
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return listMessages;
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}
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}
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[Test]
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public void MessagesGetPrioritizedCorrectly()
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{
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var sender = new NopMessageSender();
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var provider = new OrderingMessageProvider();
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using var messagingSystem = new MessagingSystem(sender, null, provider);
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// the 2 priority messages should appear first, in lexicographic order
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Assert.AreEqual(messagingSystem.MessageTypes[0], typeof(ConnectionApprovedMessage));
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Assert.AreEqual(messagingSystem.MessageTypes[1], typeof(ConnectionRequestMessage));
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// the other should follow after
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Assert.AreEqual(messagingSystem.MessageTypes[2], typeof(AAAEarlyLexicographicNetworkMessage));
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Assert.AreEqual(messagingSystem.MessageTypes[3], typeof(zzzLateLexicographicNetworkMessage));
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// there should not be any extras
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Assert.AreEqual(messagingSystem.MessageHandlerCount, 4);
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}
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}
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}
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