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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
351 lines
16 KiB
C#
351 lines
16 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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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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/// This is a refactor of the original test's NetworkBehaviour INetVarInfo derived NetworkBehaviours
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/// </summary>
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public class NetVarContainer : NetworkBehaviour
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{
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/// <summary>
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/// Creates a prefab with two instances of this NetworkBehaviour
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/// </summary>
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/// <returns></returns>
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public static GameObject CreatePrefabGameObject(NetVarCombinationTypes netVarsToCheck)
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{
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var gameObject = new GameObject
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{
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// Always a good idea to name the Prefab for easy identification purposes
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name = "NetVarContainerObject"
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};
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var networkObject = gameObject.AddComponent<NetworkObject>();
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// Create the two instances of the NetVarContainer components and add them to the
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// GameObject of this prefab
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var netVarContainer = gameObject.AddComponent<NetVarContainer>();
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netVarContainer.NumberOfNetVarsToCheck = netVarsToCheck.FirstType;
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netVarContainer.ValueToSetNetVarTo = NetworkBehaviourUpdaterTests.NetVarValueToSet;
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netVarContainer = gameObject.AddComponent<NetVarContainer>();
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netVarContainer.NumberOfNetVarsToCheck = netVarsToCheck.SecondType;
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netVarContainer.ValueToSetNetVarTo = NetworkBehaviourUpdaterTests.NetVarValueToSet;
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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return gameObject;
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}
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public enum NetVarsToCheck
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{
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One,
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Two
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}
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public NetVarsToCheck NumberOfNetVarsToCheck;
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public int ValueToSetNetVarTo = 0;
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/// <summary>
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/// Only used on the client-side for this test, this
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/// is used to see if the network variables have changed.
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/// </summary>
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public bool HaveAllValuesChanged(int valueToCheck)
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{
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var allValuesChanged = false;
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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allValuesChanged = m_FirstValue.Value == valueToCheck && m_SeconValue.Value == valueToCheck;
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break;
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}
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case NetVarsToCheck.One:
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{
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allValuesChanged = m_FirstValue.Value == valueToCheck;
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break;
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}
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}
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return allValuesChanged;
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}
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/// <summary>
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/// Only used on the server side to check the isDirty flag for the
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/// NetworkVariables being used for each test iteration
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/// </summary>
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public bool AreNetVarsDirty()
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{
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var areDirty = false;
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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areDirty = m_FirstValue.IsDirty() && m_SeconValue.IsDirty();
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break;
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}
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case NetVarsToCheck.One:
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{
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areDirty = m_FirstValue.IsDirty();
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break;
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}
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}
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return areDirty;
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}
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/// <summary>
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/// The original version of this test only ever had up to 2 NetworkVariables per
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/// NetworkBehaviour. As opposed to using a List of NetworkVariables, we just
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/// create the maximum number that could be used and then only use what we need
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/// for each test iteration.
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/// </summary>
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private NetworkVariable<int> m_FirstValue = new NetworkVariable<int>();
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private NetworkVariable<int> m_SeconValue = new NetworkVariable<int>();
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public override void OnNetworkSpawn()
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{
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// Clients will register each NetworkObject when it is spawned
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if (!IsServer)
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{
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NetworkBehaviourUpdaterTests.ClientSideNotifyObjectSpawned(gameObject);
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}
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}
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/// <summary>
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/// Server side only, sets the NetworkVariables being used to the ValueToSetNetVarTo
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/// that is pre-configured when the Network Prefab is created.
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/// </summary>
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public void SetNetworkVariableValues()
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{
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if (IsServer)
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{
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switch (NumberOfNetVarsToCheck)
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{
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case NetVarsToCheck.Two:
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{
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m_FirstValue.Value = ValueToSetNetVarTo;
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m_SeconValue.Value = ValueToSetNetVarTo;
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Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
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break;
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}
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case NetVarsToCheck.One:
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{
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m_FirstValue.Value = ValueToSetNetVarTo;
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Assert.True(AreNetVarsDirty(), "Not all NetworkVariables were marked dirty on server after spawned!");
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break;
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}
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}
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}
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}
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}
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/// <summary>
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/// Used to define how many NetworkVariables to use per NetVarContainer instance.
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/// There are always two
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/// </summary>
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public struct NetVarCombinationTypes
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{
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public NetVarContainer.NetVarsToCheck FirstType;
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public NetVarContainer.NetVarsToCheck SecondType;
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}
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public class NetworkBehaviourUpdaterTests : NetcodeIntegrationTest
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{
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// Go ahead and create maximum number of clients (not all tests will use them)
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protected override int NumberOfClients => 2;
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public const int NetVarValueToSet = 1;
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private static List<GameObject> s_ClientSpawnedNetworkObjects = new List<GameObject>();
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private List<NetworkManager> m_ActiveClientsForCurrentTest;
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/// <summary>
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/// Clients will call this when NetworkObjects are spawned on their end
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/// </summary>
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/// <param name="objectSpaned">the GameObject of the NetworkObject spawned</param>
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public static void ClientSideNotifyObjectSpawned(GameObject objectSpaned)
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{
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if (!s_ClientSpawnedNetworkObjects.Contains(objectSpaned))
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{
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s_ClientSpawnedNetworkObjects.Add(objectSpaned);
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}
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}
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protected override bool CanStartServerAndClients()
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{
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return false;
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}
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/// <summary>
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/// Creates the server and client(s) required for this particular test iteration
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/// </summary>
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private IEnumerator StartClientsAndServer(bool useHost, int numberOfClients, GameObject prefabObject)
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{
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void AddNetworkPrefab(NetworkConfig config, NetworkPrefab prefab)
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{
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config.Prefabs.Add(prefab);
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}
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// Sanity check to make sure we are not trying to create more clients than we have available to use
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Assert.True(numberOfClients <= m_ClientNetworkManagers.Length);
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m_ActiveClientsForCurrentTest = new List<NetworkManager>();
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// Create a list of the clients to be used in this test from the available clients
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for (int i = 0; i < numberOfClients; i++)
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{
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m_ActiveClientsForCurrentTest.Add(m_ClientNetworkManagers[i]);
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}
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// Add the prefab to be used for this particular test iteration
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var np = new NetworkPrefab { Prefab = prefabObject };
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AddNetworkPrefab(m_ServerNetworkManager.NetworkConfig, np);
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m_ServerNetworkManager.NetworkConfig.TickRate = 30;
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foreach (var clientManager in m_ActiveClientsForCurrentTest)
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{
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m_ServerNetworkManager.NetworkConfig.TickRate = 30;
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AddNetworkPrefab(clientManager.NetworkConfig, np);
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}
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// Now spin everything up normally
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var clientsAsArry = m_ActiveClientsForCurrentTest.ToArray();
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Assert.True(NetcodeIntegrationTestHelpers.Start(useHost, m_ServerNetworkManager, clientsAsArry), "Failed to start server and client instances");
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// Only if we have clients (not host)
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if (numberOfClients > 0)
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{
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RegisterSceneManagerHandler();
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}
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// Wait for connection on client and server side
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yield return WaitForClientsConnectedOrTimeOut(clientsAsArry);
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}
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/// <summary>
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/// This list replaces the original NetworkVariable types to be checked.
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/// Both NetworkVariables are of type int and the original version of this test was testing
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/// the NetworkBehaviour Update when there were 1 or more (i.e two) on the same NetworkBehaviour.
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/// After reviewing, we really only needed to test a much smaller combination of types and so
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/// this pre-generated array represents the reduced set of combinations to test.
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/// Note:
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/// The original test was also testing for no NetworkVariables of type int, which there ended up
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/// being no reason to do that and only added to the length of the execution time for this test.
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/// </summary>
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public static NetVarCombinationTypes[] NetVarCombinationTypeValues = new[]{
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new NetVarCombinationTypes() { FirstType = NetVarContainer.NetVarsToCheck.One, SecondType = NetVarContainer.NetVarsToCheck.One },
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new NetVarCombinationTypes() { FirstType = NetVarContainer.NetVarsToCheck.One, SecondType = NetVarContainer.NetVarsToCheck.Two },
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new NetVarCombinationTypes() { FirstType = NetVarContainer.NetVarsToCheck.Two, SecondType = NetVarContainer.NetVarsToCheck.Two }};
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/// <summary>
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/// The updated BehaviourUpdaterAllTests was re-designed to replicate the same functionality being tested in the
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/// original version of this test with additional time out handling and a re-organization in the order of operations.
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/// Things like making sure all clients have spawned the NetworkObjects in question prior to testing for the
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/// NetworkVariable value changes helped to eliminate the timing issues that were happening when this test was run
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/// in a stand alone test runner build (i.e. all consoles run the stand alone version as opposed to the in-editor
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/// version like the desktop tests use).
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/// This update also updated how the server and clients were being constructed to help reduce the execution time.
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/// </summary>
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/// <param name="useHost"> whether to run the server as a host or not</param>
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/// <param name="varCombinationTypes">the NetworkVariable combination types</param>
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/// <param name="nbClients"> number of clients to use for the test</param>
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/// <param name="numToSpawn"> number of NetworkObjects to be spawned</param>
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[UnityTest]
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public IEnumerator BehaviourUpdaterAllTests([Values] bool useHost,
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[ValueSource(nameof(NetVarCombinationTypeValues))] NetVarCombinationTypes varCombinationTypes,
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[Values(0, 1, 2)] int nbClients, [Values(1, 2)] int numToSpawn)
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{
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s_ClientSpawnedNetworkObjects.Clear();
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// The edge case scenario where we can exit early is when we are running
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// just the server (i.e. non-host) and there are zero clients. Under this
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// edge case scenario of the various combinations we do not need to run
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// this test as the IsDirty flag is never cleared when no clients exist at all.
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if (nbClients == 0 && !useHost)
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{
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yield break;
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}
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// Create our prefab based on the NetVarCombinationTypes
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var prefabToSpawn = NetVarContainer.CreatePrefabGameObject(varCombinationTypes);
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yield return StartClientsAndServer(useHost, nbClients, prefabToSpawn);
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// Tracks the server-side spawned prefab instances
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var spawnedPrefabs = new List<GameObject>();
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var tickInterval = 1.0f / m_ServerNetworkManager.NetworkConfig.TickRate;
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// Used to determine if the client-side checks of this test should be
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// executed or not as well is used to make sure all clients have spawned
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// the appropriate number of NetworkObjects with the NetVarContainer behaviour
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var numberOfObjectsToSpawnOnClients = numToSpawn * nbClients;
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// spawn the objects
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for (int i = 0; i < numToSpawn; i++)
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{
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var spawnedObject = Object.Instantiate(prefabToSpawn);
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spawnedPrefabs.Add(spawnedObject);
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var networkSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
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networkSpawnedObject.NetworkManagerOwner = m_ServerNetworkManager;
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networkSpawnedObject.Spawn();
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}
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// When there are no clients (excluding when server is in host mode), we can skip all of this
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// wait until all objects are spawned on the clients
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if (numberOfObjectsToSpawnOnClients > 0)
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{
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// Waits for all clients to spawn the NetworkObjects
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yield return WaitForConditionOrTimeOut(() => numberOfObjectsToSpawnOnClients == s_ClientSpawnedNetworkObjects.Count);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for clients to report spawning objects! " +
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$"Total reported client-side spawned objects {s_ClientSpawnedNetworkObjects.Count}");
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}
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// Once all clients have spawned the NetworkObjects, set the network variables for
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// those NetworkObjects on the server-side.
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foreach (var spawnedPrefab in spawnedPrefabs)
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{
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var netVarContiners = spawnedPrefab.GetComponents<NetVarContainer>();
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foreach (var netVarContiner in netVarContiners)
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{
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netVarContiner.SetNetworkVariableValues();
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}
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}
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// Update the NetworkBehaviours to make sure all network variables are no longer marked as dirty
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m_ServerNetworkManager.BehaviourUpdater.NetworkBehaviourUpdate(m_ServerNetworkManager);
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// Verify that all network variables are no longer dirty on server side only if we have clients (including host)
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foreach (var serverSpawnedObject in spawnedPrefabs)
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{
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var netVarContainers = serverSpawnedObject.GetComponents<NetVarContainer>();
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foreach (var netVarContainer in netVarContainers)
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{
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Assert.False(netVarContainer.AreNetVarsDirty(), "Some NetworkVariables were still marked dirty after NetworkBehaviourUpdate!");
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}
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}
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// When there are no clients (excluding when server is in host mode), we can skip all of this
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if (numberOfObjectsToSpawnOnClients > 0)
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{
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// Get a list of all NetVarContainer components on the client-side spawned NetworkObjects
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var clientSideNetVarContainers = new List<NetVarContainer>();
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foreach (var clientSpawnedObjects in s_ClientSpawnedNetworkObjects)
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{
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var netVarContainers = clientSpawnedObjects.GetComponents<NetVarContainer>();
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foreach (var netvarContiner in netVarContainers)
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{
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clientSideNetVarContainers.Add(netvarContiner);
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}
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}
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yield return WaitForConditionOrTimeOut(() =>
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clientSideNetVarContainers.Where(d =>
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d.HaveAllValuesChanged(NetVarValueToSet)).Count() == clientSideNetVarContainers.Count);
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Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side NetVarContainers to report all NetworkVariables have been updated!");
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}
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Object.DestroyImmediate(prefabToSpawn);
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}
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}
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}
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