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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
185 lines
7.3 KiB
C#
185 lines
7.3 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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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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/// <summary>
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/// This class is for testing general fixes or functionality of NetworkBehaviours
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/// </summary>
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public class NetworkBehaviourGenericTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 0;
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private bool m_AllowServerToStart;
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protected override bool CanStartServerAndClients()
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{
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return m_AllowServerToStart;
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}
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public class SimpleNetworkBehaviour : NetworkBehaviour
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{
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public bool OnNetworkDespawnCalled;
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public override void OnNetworkDespawn()
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{
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OnNetworkDespawnCalled = true;
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base.OnNetworkDespawn();
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}
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}
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protected override IEnumerator OnSetup()
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{
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m_AllowServerToStart = false;
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return base.OnSetup();
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}
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/// <summary>
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/// This validates the fix for when a child GameObject with a NetworkBehaviour
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/// is deleted while the parent GameObject with a NetworkObject is spawned and
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/// is not deleted until a later time would cause an exception due to the
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/// NetworkBehaviour not being removed from the NetworkObject.ChildNetworkBehaviours
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/// list.
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/// </summary>
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[UnityTest]
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public IEnumerator ValidatedDisableddNetworkBehaviourWarning()
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{
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m_AllowServerToStart = true;
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yield return s_DefaultWaitForTick;
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// Now just start the Host
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yield return StartServerAndClients();
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var parentObject = new GameObject();
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var childObject = new GameObject
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{
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name = "ChildObject"
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};
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childObject.transform.parent = parentObject.transform;
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var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
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var childBehaviour = childObject.AddComponent<NetworkTransform>();
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// Set the child object to be inactive in the hierarchy
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childObject.SetActive(false);
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LogAssert.Expect(LogType.Warning, $"{childObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during ownership assignment!");
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LogAssert.Expect(LogType.Warning, $"{childObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during spawn!");
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parentNetworkObject.Spawn();
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yield return s_DefaultWaitForTick;
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}
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/// <summary>
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/// This test validates a fix to NetworkBehaviour.NetworkObject when
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/// the NetworkManager.LogLevel is set to Developer
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/// Note: This test does not require any clients, but should not impact this
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/// particular test if new tests are added to this class that do require clients
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/// </summary>
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[UnityTest]
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public IEnumerator ValidateNoSpam()
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{
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m_AllowServerToStart = true;
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var objectToTest = new GameObject();
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var simpleNetworkBehaviour = objectToTest.AddComponent<SimpleNetworkBehaviour>();
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// Now just start the Host
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yield return StartServerAndClients();
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// set the log level to developer
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m_ServerNetworkManager.LogLevel = LogLevel.Developer;
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// The only valid condition for this would be if the NetworkBehaviour is spawned.
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simpleNetworkBehaviour.IsSpawned = true;
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// Verify the warning gets logged under normal conditions
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var isNull = simpleNetworkBehaviour.NetworkObject == null;
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LogAssert.Expect(LogType.Warning, $"[Netcode] Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
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var networkObjectToTest = objectToTest.AddComponent<NetworkObject>();
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networkObjectToTest.NetworkManagerOwner = m_ServerNetworkManager;
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networkObjectToTest.Spawn();
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// Assure no log messages are logged when they should not be logged
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isNull = simpleNetworkBehaviour.NetworkObject != null;
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LogAssert.NoUnexpectedReceived();
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networkObjectToTest.Despawn();
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Object.Destroy(networkObjectToTest);
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}
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/// <summary>
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/// This validates the fix for when a child GameObject with a NetworkBehaviour
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/// is deleted while the parent GameObject with a NetworkObject is spawned and
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/// is not deleted until a later time would cause an exception due to the
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/// NetworkBehaviour not being removed from the NetworkObject.ChildNetworkBehaviours
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/// list.
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/// </summary>
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[UnityTest]
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public IEnumerator ValidateDeleteChildNetworkBehaviour()
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{
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m_AllowServerToStart = true;
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yield return s_DefaultWaitForTick;
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// Now just start the Host
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yield return StartServerAndClients();
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var parentObject = new GameObject();
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var childObject = new GameObject();
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childObject.transform.parent = parentObject.transform;
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var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
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childObject.AddComponent<SimpleNetworkBehaviour>();
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parentNetworkObject.Spawn();
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yield return s_DefaultWaitForTick;
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// Destroy the child object with child NetworkBehaviour
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Object.Destroy(childObject);
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yield return s_DefaultWaitForTick;
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// Assure no log messages are logged when they should not be logged
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LogAssert.NoUnexpectedReceived();
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// Destroy the parent object which should not cause any exceptions
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// (validating the fix)
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Object.Destroy(parentObject);
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}
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protected override void OnPlayerPrefabGameObjectCreated()
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{
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// Adds the SimpleNetworkBehaviour before the NetworkObject
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// for OnNetworkDespawnInvokedWhenClientDisconnects testing
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m_PlayerPrefab.AddComponent<SimpleNetworkBehaviour>();
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}
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/// <summary>
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/// This validates that upon a client disconnecting, the server-side
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/// client's player clone will invoke NetworkBehaviour.OnNetworkDespawn
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/// when the component precedes the NetworkObject component.(PR-2323)
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/// </summary>
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[UnityTest]
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public IEnumerator OnNetworkDespawnInvokedWhenClientDisconnects()
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{
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m_AllowServerToStart = true;
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// Now just start the Host
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yield return StartServerAndClients();
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// Now create and connect a new client
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yield return CreateAndStartNewClient();
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var serverSidePlayer = m_PlayerNetworkObjects[NetworkManager.ServerClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<SimpleNetworkBehaviour>();
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yield return StopOneClient(m_ClientNetworkManagers[0]);
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Assert.True(serverSidePlayer.OnNetworkDespawnCalled, $"Server-side player clone did not invoke OnNetworkDespawn!");
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}
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}
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}
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