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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
384 lines
14 KiB
C#
384 lines
14 KiB
C#
using System;
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using System.Collections;
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using NUnit.Framework;
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using Unity.Collections;
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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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/// Unit tests to test:
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/// - Serializing NetworkObject to NetworkObjectReference
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/// - Deserializing NetworkObjectReference to NetworkObject
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/// - Implicit operators of NetworkObjectReference
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/// </summary>
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public class NetworkObjectReferenceTests : IDisposable
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{
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private class TestNetworkBehaviour : NetworkBehaviour
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{
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public NetworkVariable<NetworkObjectReference> TestVariable = new NetworkVariable<NetworkObjectReference>();
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public NetworkObject RpcReceivedNetworkObject;
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public GameObject RpcReceivedGameObject;
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[ServerRpc]
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public void SendReferenceServerRpc(NetworkObjectReference value)
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{
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RpcReceivedGameObject = value;
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RpcReceivedNetworkObject = value;
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}
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}
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[Test]
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public void TestSerializeNetworkObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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var outWriter = new FastBufferWriter(1300, Allocator.Temp);
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try
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{
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// serialize
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var outSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(outWriter));
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NetworkObjectReference outReference = networkObjectContext.Object;
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outReference.NetworkSerialize(outSerializer);
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// deserialize
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NetworkObjectReference inReference = default;
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var inReader = new FastBufferReader(outWriter, Allocator.Temp);
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try
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{
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var inSerializer =
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new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(inReader));
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inReference.NetworkSerialize(inSerializer);
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}
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finally
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{
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inReader.Dispose();
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}
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// validate
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Assert.NotNull((NetworkObject)inReference);
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Assert.AreEqual(inReference.NetworkObjectId, networkObjectContext.Object.NetworkObjectId);
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Assert.AreEqual(outReference, inReference);
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Assert.AreEqual(networkObjectContext.Object, (NetworkObject)inReference);
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}
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finally
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{
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outWriter.Dispose();
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}
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}
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[Test]
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public void TestSerializeGameObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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var outWriter = new FastBufferWriter(1300, Allocator.Temp);
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try
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{
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// serialize
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var outSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(outWriter));
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NetworkObjectReference outReference = networkObjectContext.Object.gameObject;
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outReference.NetworkSerialize(outSerializer);
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// deserialize
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NetworkObjectReference inReference = default;
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var inReader = new FastBufferReader(outWriter, Allocator.Temp);
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try
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{
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var inSerializer =
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new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(inReader));
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inReference.NetworkSerialize(inSerializer);
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}
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finally
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{
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inReader.Dispose();
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}
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GameObject gameObject = inReference;
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// validate
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Assert.AreEqual(outReference, inReference);
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Assert.AreEqual(networkObjectContext.Object.gameObject, gameObject);
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}
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finally
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{
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outWriter.Dispose();
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}
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}
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[Test]
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public void TestImplicitConversionToGameObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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NetworkObjectReference outReference = networkObjectContext.Object.gameObject;
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GameObject go = outReference;
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Assert.AreEqual(networkObjectContext.Object.gameObject, go);
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}
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[Test]
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public void TestImplicitToGameObjectIsNullWhenNotFound()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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NetworkObjectReference outReference = networkObjectContext.Object.gameObject;
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networkObjectContext.Object.Despawn();
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Object.DestroyImmediate(networkObjectContext.Object.gameObject);
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GameObject go = outReference;
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Assert.IsNull(go);
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}
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[Test]
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public void TestTryGet()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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NetworkObjectReference networkObjectReference = networkObjectContext.Object;
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Assert.True(networkObjectReference.TryGet(out NetworkObject networkObject));
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Assert.NotNull(networkObject);
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networkObjectReference.TryGet(out NetworkObject result);
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Assert.AreEqual(networkObject, result);
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}
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[UnityTest]
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public IEnumerator TestRpc()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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testNetworkBehaviour.SendReferenceServerRpc(new NetworkObjectReference(otherObjectContext.Object));
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedGameObject == null)
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{
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t += Time.deltaTime;
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if (t > 5f)
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{
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new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
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}
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yield return null;
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}
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// validate
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Assert.AreEqual(otherObjectContext.Object, testNetworkBehaviour.RpcReceivedNetworkObject);
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Assert.AreEqual(otherObjectContext.Object.gameObject, testNetworkBehaviour.RpcReceivedGameObject);
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}
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[UnityTest]
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public IEnumerator TestRpcImplicitNetworkObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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testNetworkBehaviour.SendReferenceServerRpc(otherObjectContext.Object);
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedGameObject == null)
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{
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t += Time.deltaTime;
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if (t > 5f)
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{
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new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
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}
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yield return null;
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}
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// validate
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Assert.AreEqual(otherObjectContext.Object, testNetworkBehaviour.RpcReceivedNetworkObject);
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Assert.AreEqual(otherObjectContext.Object.gameObject, testNetworkBehaviour.RpcReceivedGameObject);
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}
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[UnityTest]
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public IEnumerator TestRpcImplicitGameObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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testNetworkBehaviour.SendReferenceServerRpc(otherObjectContext.Object.gameObject);
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedGameObject == null)
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{
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t += Time.deltaTime;
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if (t > 5f)
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{
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new AssertionException("RPC with NetworkBehaviour reference hasn't been received");
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}
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yield return null;
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}
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// validate
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Assert.AreEqual(otherObjectContext.Object, testNetworkBehaviour.RpcReceivedNetworkObject);
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Assert.AreEqual(otherObjectContext.Object.gameObject, testNetworkBehaviour.RpcReceivedGameObject);
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}
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[Test]
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public void TestNetworkVariable()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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var testNetworkBehaviour = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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networkObjectContext.Object.Spawn();
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using var otherObjectContext = UnityObjectContext.CreateNetworkObject();
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otherObjectContext.Object.Spawn();
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// check default value is null
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Assert.IsNull((NetworkObject)testNetworkBehaviour.TestVariable.Value);
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testNetworkBehaviour.TestVariable.Value = networkObjectContext.Object;
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Assert.AreEqual((GameObject)testNetworkBehaviour.TestVariable.Value, networkObjectContext.Object.gameObject);
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Assert.AreEqual((NetworkObject)testNetworkBehaviour.TestVariable.Value, networkObjectContext.Object);
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}
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[Test]
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public void TestDespawn()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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networkObjectContext.Object.Spawn();
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var originalId = networkObjectContext.Object.NetworkObjectId;
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NetworkObjectReference networkObjectReference = networkObjectContext.Object;
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Assert.AreEqual(networkObjectContext.Object, (NetworkObject)networkObjectReference);
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networkObjectContext.Object.Despawn();
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Assert.IsFalse(networkObjectReference.TryGet(out NetworkObject _));
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networkObjectContext.Object.Spawn();
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// After spawning again the reference will still no longer work as it still points to the old object
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Assert.AreNotEqual(originalId, networkObjectContext.Object.NetworkObjectId);
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Assert.IsFalse(networkObjectReference.TryGet(out NetworkObject _));
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// creating a new reference will make it work again
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networkObjectReference = networkObjectContext.Object;
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Assert.AreEqual(networkObjectContext.Object, (NetworkObject)networkObjectReference);
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}
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[Test]
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public void FailSerializeNonSpawnedNetworkObject()
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{
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using var networkObjectContext = UnityObjectContext.CreateNetworkObject();
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Assert.Throws<ArgumentException>(() =>
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{
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NetworkObjectReference outReference = networkObjectContext.Object;
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});
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}
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[Test]
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public void FailSerializeGameObjectWithoutNetworkObject()
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{
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using var gameObjectContext = UnityObjectContext.CreateGameObject();
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Assert.Throws<ArgumentException>(() =>
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{
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NetworkObjectReference outReference = gameObjectContext.Object;
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});
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}
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[Test]
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public void FailSerializeNullNetworkObject()
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{
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Assert.Throws<ArgumentNullException>(() =>
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{
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NetworkObjectReference outReference = (NetworkObject)null;
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});
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}
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[Test]
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public void FailSerializeNullGameObject()
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{
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Assert.Throws<ArgumentNullException>(() =>
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{
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NetworkObjectReference outReference = (GameObject)null;
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});
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}
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public void Dispose()
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{
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//Stop, shutdown, and destroy
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NetworkManagerHelper.ShutdownNetworkManager();
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}
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public NetworkObjectReferenceTests()
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{
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//Create, instantiate, and host
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NetworkManagerHelper.StartNetworkManager(out _);
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}
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}
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/// <summary>
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/// Helper method for tests to create and destroy Unity Objects.
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/// </summary>
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/// <typeparam name="T">The type of Object this context incorporates.</typeparam>
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public class UnityObjectContext<T> : UnityObjectContext where T : Object
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{
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private T m_Object;
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internal UnityObjectContext(T unityObject, Object root)
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: base(root)
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{
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m_Object = unityObject;
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}
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public T Object => m_Object;
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}
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public class UnityObjectContext : IDisposable
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{
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private Object m_Root;
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protected UnityObjectContext(Object root)
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{
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m_Root = root;
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}
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public static UnityObjectContext<GameObject> CreateGameObject(string name = "")
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{
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var gameObject = new GameObject(name);
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return new UnityObjectContext<GameObject>(gameObject, gameObject);
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}
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public static UnityObjectContext<NetworkObject> CreateNetworkObject(string name = "")
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{
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var gameObject = new GameObject(name);
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var networkObject = gameObject.AddComponent<NetworkObject>();
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return new UnityObjectContext<NetworkObject>(networkObject, gameObject);
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}
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public void Dispose()
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{
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Object.DestroyImmediate(m_Root);
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}
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}
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}
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