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com.unity.netcode.gameobjects/Tests/Runtime/RpcTests.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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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

143 lines
5.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Debug = UnityEngine.Debug;
namespace Unity.Netcode.RuntimeTests
{
public class RpcTests : NetcodeIntegrationTest
{
public class RpcTestNB : NetworkBehaviour
{
public event Action<ulong, ServerRpcParams> OnServer_Rpc;
public event Action<Vector3, Vector3[], FixedString32Bytes> OnTypedServer_Rpc;
public event Action OnClient_Rpc;
[ServerRpc]
public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
{
OnServer_Rpc(clientId, param);
}
[ClientRpc]
public void MyClientRpc()
{
OnClient_Rpc();
}
[ServerRpc]
public void MyTypedServerRpc(Vector3 param1, Vector3[] param2, FixedString32Bytes param3)
{
OnTypedServer_Rpc(param1, param2, param3);
}
}
protected override int NumberOfClients => 1;
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<RpcTestNB>();
}
[UnityTest]
public IEnumerator TestRpcs()
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER* RpcTestNB component
var serverClientRpcTestNB = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
// This is the *CLIENT VERSION* of the *CLIENT PLAYER* RpcTestNB component
var localClienRpcTestNB = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
// Setup state
bool hasReceivedServerRpc = false;
bool hasReceivedTypedServerRpc = false;
bool hasReceivedClientRpcRemotely = false;
bool hasReceivedClientRpcLocally = false;
var vector3 = new Vector3(1, 2, 3);
Vector3[] vector3s = new[] { new Vector3(4, 5, 6), new Vector3(7, 8, 9) };
localClienRpcTestNB.OnClient_Rpc += () =>
{
Debug.Log("ClientRpc received on client object");
hasReceivedClientRpcRemotely = true;
};
localClienRpcTestNB.OnServer_Rpc += (clientId, param) =>
{
// The RPC invoked locally. (Weaver failure?)
Assert.Fail("ServerRpc invoked locally. Weaver failure?");
};
serverClientRpcTestNB.OnServer_Rpc += (clientId, param) =>
{
Debug.Log("ServerRpc received on server object");
Assert.True(param.Receive.SenderClientId == clientId);
hasReceivedServerRpc = true;
};
serverClientRpcTestNB.OnClient_Rpc += () =>
{
// The RPC invoked locally. (Weaver failure?)
Debug.Log("ClientRpc received on server object");
hasReceivedClientRpcLocally = true;
};
var str = new FixedString32Bytes("abcdefg");
serverClientRpcTestNB.OnTypedServer_Rpc += (param1, param2, param3) =>
{
Debug.Log("TypedServerRpc received on server object");
Assert.AreEqual(param1, vector3);
Assert.AreEqual(param2.Length, vector3s.Length);
Assert.AreEqual(param2[0], vector3s[0]);
Assert.AreEqual(param2[1], vector3s[1]);
Assert.AreEqual(param3, str);
hasReceivedTypedServerRpc = true;
};
// Send ServerRpc
localClienRpcTestNB.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
// Send TypedServerRpc
localClienRpcTestNB.MyTypedServerRpc(vector3, vector3s, str);
// Send ClientRpc
serverClientRpcTestNB.MyClientRpc();
// Validate each NetworkManager relative MessagingSystem received each respective RPC
var messageHookList = new List<MessageHookEntry>();
var serverMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
serverMessageHookEntry.AssignMessageType<ServerRpcMessage>();
messageHookList.Add(serverMessageHookEntry);
var typedServerMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
typedServerMessageHookEntry.AssignMessageType<ServerRpcMessage>();
messageHookList.Add(typedServerMessageHookEntry);
foreach (var client in m_ClientNetworkManagers)
{
var clientMessageHookEntry = new MessageHookEntry(client);
clientMessageHookEntry.AssignMessageType<ClientRpcMessage>();
messageHookList.Add(clientMessageHookEntry);
}
var rpcMessageHooks = new MessageHooksConditional(messageHookList);
yield return WaitForConditionOrTimeOut(rpcMessageHooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for messages: {rpcMessageHooks.GetHooksStillWaiting()}");
// Make sure RPCs propagated all the way up and were called on the relative destination class instance
yield return WaitForConditionOrTimeOut(() => hasReceivedServerRpc && hasReceivedClientRpcLocally && hasReceivedClientRpcRemotely && hasReceivedTypedServerRpc);
Assert.True(hasReceivedServerRpc, "ServerRpc was not received");
Assert.True(hasReceivedTypedServerRpc, "TypedServerRpc was not received");
Assert.True(hasReceivedClientRpcLocally, "ClientRpc was not locally received on the server");
Assert.True(hasReceivedClientRpcRemotely, "ClientRpc was not remotely received on the client");
}
}
}