This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Tests/Runtime/NetworkUpdateLoopTests.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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)
2023-04-10 00:00:00 +00:00

438 lines
18 KiB
C#

using System;
using System.Collections;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.LowLevel;
using UnityEngine.PlayerLoop;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkUpdateLoopTests
{
[Test]
public void RegisterCustomLoopInTheMiddle()
{
// caching the current PlayerLoop (to prevent side-effects on other tests)
var cachedPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
{
// since current PlayerLoop already took NetworkUpdateLoop systems inside,
// we are going to swap it with the default PlayerLoop temporarily for testing
PlayerLoop.SetPlayerLoop(PlayerLoop.GetDefaultPlayerLoop());
NetworkUpdateLoop.RegisterLoopSystems();
var curPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
int initSubsystemCount = curPlayerLoop.subSystemList[0].subSystemList.Length;
var newInitSubsystems = new PlayerLoopSystem[initSubsystemCount + 1];
Array.Copy(curPlayerLoop.subSystemList[0].subSystemList, newInitSubsystems, initSubsystemCount);
newInitSubsystems[initSubsystemCount] = new PlayerLoopSystem { type = typeof(NetworkUpdateLoopTests) };
curPlayerLoop.subSystemList[0].subSystemList = newInitSubsystems;
PlayerLoop.SetPlayerLoop(curPlayerLoop);
NetworkUpdateLoop.UnregisterLoopSystems();
// our custom `PlayerLoopSystem` with the type of `NetworkUpdateLoopTests` should still exist
Assert.AreEqual(typeof(NetworkUpdateLoopTests), PlayerLoop.GetCurrentPlayerLoop().subSystemList[0].subSystemList.Last().type);
}
// replace the current PlayerLoop with the cached PlayerLoop after the test
PlayerLoop.SetPlayerLoop(cachedPlayerLoop);
}
[UnityTest]
public IEnumerator RegisterAndUnregisterSystems()
{
// caching the current PlayerLoop (it will have NetworkUpdateLoop systems registered)
var cachedPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
{
// since current PlayerLoop already took NetworkUpdateLoop systems inside,
// we are going to swap it with the default PlayerLoop temporarily for testing
PlayerLoop.SetPlayerLoop(PlayerLoop.GetDefaultPlayerLoop());
var oldPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
NetworkUpdateLoop.RegisterLoopSystems();
int nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
NetworkUpdateLoop.UnregisterLoopSystems();
var newPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
// recursively compare old and new PlayerLoop systems and their subsystems
AssertAreEqualPlayerLoopSystems(newPlayerLoop, oldPlayerLoop);
}
// replace the current PlayerLoop with the cached PlayerLoop after the test
PlayerLoop.SetPlayerLoop(cachedPlayerLoop);
}
private void AssertAreEqualPlayerLoopSystems(PlayerLoopSystem leftPlayerLoop, PlayerLoopSystem rightPlayerLoop)
{
Assert.AreEqual(leftPlayerLoop.type, rightPlayerLoop.type);
Assert.AreEqual(leftPlayerLoop.subSystemList?.Length ?? 0, rightPlayerLoop.subSystemList?.Length ?? 0);
for (int i = 0; i < (leftPlayerLoop.subSystemList?.Length ?? 0); i++)
{
AssertAreEqualPlayerLoopSystems(leftPlayerLoop.subSystemList[i], rightPlayerLoop.subSystemList[i]);
}
}
[Test]
public void UpdateStageSystems()
{
var currentPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
for (int i = 0; i < currentPlayerLoop.subSystemList.Length; i++)
{
var playerLoopSystem = currentPlayerLoop.subSystemList[i];
var subsystems = playerLoopSystem.subSystemList.ToList();
if (playerLoopSystem.type == typeof(Initialization))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkInitialization)),
nameof(NetworkUpdateLoop.NetworkInitialization));
}
else if (playerLoopSystem.type == typeof(EarlyUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkEarlyUpdate)),
nameof(NetworkUpdateLoop.NetworkEarlyUpdate));
}
else if (playerLoopSystem.type == typeof(FixedUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkFixedUpdate)),
nameof(NetworkUpdateLoop.NetworkFixedUpdate));
}
else if (playerLoopSystem.type == typeof(PreUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkPreUpdate)),
nameof(NetworkUpdateLoop.NetworkPreUpdate));
}
else if (playerLoopSystem.type == typeof(Update))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkUpdate)),
nameof(NetworkUpdateLoop.NetworkUpdate));
}
else if (playerLoopSystem.type == typeof(PreLateUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkPreLateUpdate)),
nameof(NetworkUpdateLoop.NetworkPreLateUpdate));
}
else if (playerLoopSystem.type == typeof(PostLateUpdate))
{
Assert.True(
subsystems.Exists(s => s.type == typeof(NetworkUpdateLoop.NetworkPostLateUpdate)),
nameof(NetworkUpdateLoop.NetworkPostLateUpdate));
}
}
}
private struct NetworkUpdateCallbacks
{
public Action OnInitialization;
public Action OnEarlyUpdate;
public Action OnFixedUpdate;
public Action OnPreUpdate;
public Action OnUpdate;
public Action OnPreLateUpdate;
public Action OnPostLateUpdate;
}
private class MyPlainScript : IDisposable, INetworkUpdateSystem
{
public NetworkUpdateCallbacks UpdateCallbacks;
public void Initialize()
{
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
}
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
switch (updateStage)
{
case NetworkUpdateStage.Initialization:
UpdateCallbacks.OnInitialization();
break;
case NetworkUpdateStage.EarlyUpdate:
UpdateCallbacks.OnEarlyUpdate();
break;
case NetworkUpdateStage.FixedUpdate:
UpdateCallbacks.OnFixedUpdate();
break;
case NetworkUpdateStage.PreUpdate:
UpdateCallbacks.OnPreUpdate();
break;
case NetworkUpdateStage.Update:
UpdateCallbacks.OnUpdate();
break;
case NetworkUpdateStage.PreLateUpdate:
UpdateCallbacks.OnPreLateUpdate();
break;
case NetworkUpdateStage.PostLateUpdate:
UpdateCallbacks.OnPostLateUpdate();
break;
}
}
public void Dispose()
{
this.UnregisterAllNetworkUpdates();
}
}
[UnityTest]
public IEnumerator UpdateStagesPlain()
{
const int kNetInitializationIndex = 0;
const int kNetEarlyUpdateIndex = 1;
const int kNetFixedUpdateIndex = 2;
const int kNetPreUpdateIndex = 3;
const int kNetUpdateIndex = 4;
const int kNetPreLateUpdateIndex = 5;
const int kNetPostLateUpdateIndex = 6;
int[] netUpdates = new int[7];
bool isTesting = false;
using var plainScript = new MyPlainScript();
plainScript.UpdateCallbacks = new NetworkUpdateCallbacks
{
OnInitialization = () =>
{
if (isTesting)
{
netUpdates[kNetInitializationIndex]++;
}
},
OnEarlyUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetEarlyUpdateIndex]++;
}
},
OnFixedUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetFixedUpdateIndex]++;
}
},
OnPreUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPreUpdateIndex]++;
}
},
OnUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetUpdateIndex]++;
}
},
OnPreLateUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPreLateUpdateIndex]++;
}
},
OnPostLateUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPostLateUpdateIndex]++;
}
}
};
plainScript.Initialize();
int nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
isTesting = true;
const int kRunTotalFrames = 16;
int waitFrameNumber = Time.frameCount + kRunTotalFrames;
yield return new WaitUntil(() => Time.frameCount >= waitFrameNumber);
Assert.AreEqual(0, netUpdates[kNetInitializationIndex]);
Assert.AreEqual(kRunTotalFrames, netUpdates[kNetEarlyUpdateIndex]);
Assert.AreEqual(0, netUpdates[kNetFixedUpdateIndex]);
Assert.AreEqual(0, netUpdates[kNetPreUpdateIndex]);
Assert.AreEqual(0, netUpdates[kNetUpdateIndex]);
Assert.AreEqual(kRunTotalFrames, netUpdates[kNetPreLateUpdateIndex]);
Assert.AreEqual(0, netUpdates[kNetPostLateUpdateIndex]);
}
private struct MonoBehaviourCallbacks
{
public Action OnFixedUpdate;
public Action OnUpdate;
public Action OnLateUpdate;
}
private class MyGameScript : MonoBehaviour, INetworkUpdateSystem
{
public NetworkUpdateCallbacks UpdateCallbacks;
public MonoBehaviourCallbacks BehaviourCallbacks;
private void Awake()
{
this.RegisterNetworkUpdate(NetworkUpdateStage.FixedUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
// intentionally try to register for 'PreUpdate' stage twice
// it should be ignored and the instance should not be registered twice
// otherwise test would fail because it would call 'OnPreUpdate()' twice
// which would ultimately increment 'netUpdates[idx]' integer twice
// and cause 'Assert.AreEqual()' to fail the test
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
}
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
switch (updateStage)
{
case NetworkUpdateStage.FixedUpdate:
UpdateCallbacks.OnFixedUpdate();
break;
case NetworkUpdateStage.PreUpdate:
UpdateCallbacks.OnPreUpdate();
break;
case NetworkUpdateStage.PreLateUpdate:
UpdateCallbacks.OnPreLateUpdate();
break;
case NetworkUpdateStage.PostLateUpdate:
UpdateCallbacks.OnPostLateUpdate();
break;
}
}
private void FixedUpdate()
{
BehaviourCallbacks.OnFixedUpdate();
}
private void Update()
{
BehaviourCallbacks.OnUpdate();
}
private void LateUpdate()
{
BehaviourCallbacks.OnLateUpdate();
}
private void OnDestroy()
{
this.UnregisterAllNetworkUpdates();
}
}
[UnityTest]
public IEnumerator UpdateStagesMixed()
{
const int kNetFixedUpdateIndex = 0;
const int kNetPreUpdateIndex = 1;
const int kNetPreLateUpdateIndex = 2;
const int kNetPostLateUpdateIndex = 3;
int[] netUpdates = new int[4];
const int kMonoFixedUpdateIndex = 0;
const int kMonoUpdateIndex = 1;
const int kMonoLateUpdateIndex = 2;
int[] monoUpdates = new int[3];
bool isTesting = false;
{
var gameObject = new GameObject($"{nameof(NetworkUpdateLoopTests)}.{nameof(UpdateStagesMixed)} (Dummy)");
var gameScript = gameObject.AddComponent<MyGameScript>();
gameScript.UpdateCallbacks = new NetworkUpdateCallbacks
{
OnFixedUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetFixedUpdateIndex]++;
Assert.AreEqual(monoUpdates[kMonoFixedUpdateIndex] + 1, netUpdates[kNetFixedUpdateIndex]);
}
},
OnPreUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPreUpdateIndex]++;
Assert.AreEqual(monoUpdates[kMonoUpdateIndex] + 1, netUpdates[kNetPreUpdateIndex]);
}
},
OnPreLateUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPreLateUpdateIndex]++;
Assert.AreEqual(monoUpdates[kMonoLateUpdateIndex] + 1, netUpdates[kNetPreLateUpdateIndex]);
}
},
OnPostLateUpdate = () =>
{
if (isTesting)
{
netUpdates[kNetPostLateUpdateIndex]++;
Assert.AreEqual(netUpdates[kNetPostLateUpdateIndex], netUpdates[kNetPreLateUpdateIndex]);
}
}
};
gameScript.BehaviourCallbacks = new MonoBehaviourCallbacks
{
OnFixedUpdate = () =>
{
if (isTesting)
{
monoUpdates[kMonoFixedUpdateIndex]++;
Assert.AreEqual(netUpdates[kNetFixedUpdateIndex], monoUpdates[kMonoFixedUpdateIndex]);
}
},
OnUpdate = () =>
{
if (isTesting)
{
monoUpdates[kMonoUpdateIndex]++;
Assert.AreEqual(netUpdates[kNetPreUpdateIndex], monoUpdates[kMonoUpdateIndex]);
}
},
OnLateUpdate = () =>
{
if (isTesting)
{
monoUpdates[kMonoLateUpdateIndex]++;
Assert.AreEqual(netUpdates[kNetPreLateUpdateIndex], monoUpdates[kMonoLateUpdateIndex]);
}
}
};
int nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
isTesting = true;
const int kRunTotalFrames = 16;
int waitFrameNumber = Time.frameCount + kRunTotalFrames;
yield return new WaitUntil(() => Time.frameCount >= waitFrameNumber);
Assert.AreEqual(kRunTotalFrames, netUpdates[kNetPreUpdateIndex]);
Assert.AreEqual(netUpdates[kNetPreUpdateIndex], monoUpdates[kMonoUpdateIndex]);
UnityEngine.Object.DestroyImmediate(gameObject);
}
}
}
}