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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
214 lines
8.9 KiB
C#
214 lines
8.9 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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public class TransformInterpolationObject : NetworkTransform
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{
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public static bool TestComplete = false;
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// Set the minimum threshold which we will use as our margin of error
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#if UNITY_EDITOR
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public const float MinThreshold = 0.005f;
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#else
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// Add additional room for error on console tests
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public const float MinThreshold = 0.009999f;
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#endif
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private const int k_TargetLocalSpaceToggles = 10;
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public bool CheckPosition;
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public bool IsMoving;
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public bool IsFixed;
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private float m_FrameRateFractional;
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private bool m_CurrentLocalSpace;
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private int m_LocalSpaceToggles;
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private int m_LastFrameCount;
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public bool ReachedTargetLocalSpaceTransitionCount()
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{
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TestComplete = m_LocalSpaceToggles >= k_TargetLocalSpaceToggles;
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return TestComplete;
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}
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protected override void OnInitialize(ref NetworkVariable<NetworkTransformState> replicatedState)
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{
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m_LocalSpaceToggles = 0;
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m_FrameRateFractional = 1.0f / Application.targetFrameRate;
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PositionThreshold = MinThreshold;
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SetMaxInterpolationBound(1.0f);
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base.OnInitialize(ref replicatedState);
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}
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private int m_StartFrameCount;
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public void StartMoving()
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{
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m_StartFrameCount = Time.frameCount;
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IsMoving = true;
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}
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public void StopMoving()
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{
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IsMoving = false;
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}
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protected override void Update()
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{
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base.Update();
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if (!IsSpawned || TestComplete)
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{
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return;
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}
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// Check the position of the nested object on the client
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if (CheckPosition)
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{
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if (transform.position.y < -MinThreshold || transform.position.y > Application.targetFrameRate + MinThreshold)
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{
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Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0. Current threshold is [+/- {MinThreshold}].");
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}
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}
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// Move the nested object on the server
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if (IsMoving)
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{
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Assert.True(CanCommitToTransform, $"Using non-authority instance to update transform!");
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if (m_LastFrameCount == Time.frameCount)
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{
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Debug.Log($"Detected duplicate frame update count {Time.frameCount}. Ignoring this update.");
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return;
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}
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m_LastFrameCount = Time.frameCount;
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// Leaving this here for reference.
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// If a system is running at a slower frame rate than expected, then the below code could toggle
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// the local to world space value at a higher frequency which might not provide enough updates to
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// handle interpolating between the transitions.
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//var y = Time.realtimeSinceStartup % 10.0f;
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//// change the space between local and global every second
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//GetComponent<NetworkTransform>().InLocalSpace = ((int)y % 2 == 0);
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// Reduce the total frame count down to the frame rate
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var y = (Time.frameCount - m_StartFrameCount) % Application.targetFrameRate;
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// change the space between local and global every time we hit the expected number of frames
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// (or every second if running at the target frame rate)
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InLocalSpace = y == 0 ? !InLocalSpace : InLocalSpace;
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if (m_CurrentLocalSpace != InLocalSpace)
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{
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m_LocalSpaceToggles++;
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m_CurrentLocalSpace = InLocalSpace;
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}
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transform.position = new Vector3(0.0f, (y * m_FrameRateFractional), 0.0f);
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}
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// On the server, make sure to keep the parent object at a fixed position
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if (IsFixed)
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{
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Assert.True(CanCommitToTransform, $"Using non-authority instance to update transform!");
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transform.position = new Vector3(1000.0f, 1000.0f, 1000.0f);
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}
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}
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}
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public class TransformInterpolationTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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private GameObject m_PrefabToSpawn;
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private NetworkObject m_SpawnedAsNetworkObject;
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private NetworkObject m_SpawnedObjectOnClient;
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private NetworkObject m_BaseAsNetworkObject;
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private NetworkObject m_BaseOnClient;
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("InterpTestObject");
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var networkTransform = m_PrefabToSpawn.AddComponent<TransformInterpolationObject>();
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}
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private IEnumerator RefreshNetworkObjects()
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{
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var clientId = m_ClientNetworkManagers[0].LocalClientId;
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yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(clientId) &&
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s_GlobalNetworkObjects[clientId].ContainsKey(m_BaseAsNetworkObject.NetworkObjectId) &&
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s_GlobalNetworkObjects[clientId].ContainsKey(m_SpawnedAsNetworkObject.NetworkObjectId));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side {nameof(NetworkObject)} ID of {m_SpawnedAsNetworkObject.NetworkObjectId}");
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m_BaseOnClient = s_GlobalNetworkObjects[clientId][m_BaseAsNetworkObject.NetworkObjectId];
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// make sure the objects are set with the right network manager
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m_BaseOnClient.NetworkManagerOwner = m_ClientNetworkManagers[0];
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m_SpawnedObjectOnClient = s_GlobalNetworkObjects[clientId][m_SpawnedAsNetworkObject.NetworkObjectId];
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// make sure the objects are set with the right network manager
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m_SpawnedObjectOnClient.NetworkManagerOwner = m_ClientNetworkManagers[0];
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}
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[UnityTest]
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public IEnumerator TransformInterpolationTest()
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{
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TransformInterpolationObject.TestComplete = false;
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// create an object
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var spawnedObject = Object.Instantiate(m_PrefabToSpawn);
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var baseObject = Object.Instantiate(m_PrefabToSpawn);
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baseObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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baseObject.GetComponent<NetworkObject>().Spawn();
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m_SpawnedAsNetworkObject = spawnedObject.GetComponent<NetworkObject>();
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m_SpawnedAsNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
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m_BaseAsNetworkObject = baseObject.GetComponent<NetworkObject>();
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m_BaseAsNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
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m_SpawnedAsNetworkObject.TrySetParent(baseObject);
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m_SpawnedAsNetworkObject.Spawn();
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yield return RefreshNetworkObjects();
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m_SpawnedAsNetworkObject.TrySetParent(baseObject);
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var spawnedObjectNetworkTransform = spawnedObject.GetComponent<TransformInterpolationObject>();
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baseObject.GetComponent<TransformInterpolationObject>().IsFixed = true;
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spawnedObject.GetComponent<TransformInterpolationObject>().StartMoving();
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const float maxPlacementError = 0.01f;
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// Wait for the base object to place itself on both instances
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while (m_BaseOnClient.transform.position.y < 1000 - maxPlacementError ||
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m_BaseOnClient.transform.position.y > 1000 + maxPlacementError ||
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baseObject.transform.position.y < 1000 - maxPlacementError ||
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baseObject.transform.position.y > 1000 + maxPlacementError)
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{
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yield return new WaitForSeconds(0.01f);
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}
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m_SpawnedObjectOnClient.GetComponent<TransformInterpolationObject>().CheckPosition = true;
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// Test that interpolation works correctly for ~10 seconds or 10 local to world space transitions while moving
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// Increasing this duration gives you the opportunity to go check in the Editor how the objects are setup
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// and how they move
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var timeOutHelper = new TimeoutFrameCountHelper(10);
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yield return WaitForConditionOrTimeOut(spawnedObjectNetworkTransform.ReachedTargetLocalSpaceTransitionCount, timeOutHelper);
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Debug.Log($"[TransformInterpolationTest] Wait condition reached or timed out. Frame Count ({timeOutHelper.GetFrameCount()}) | Time Elapsed ({timeOutHelper.GetTimeElapsed()})");
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AssertOnTimeout($"Failed to reach desired local to world space transitions in the given time!", timeOutHelper);
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}
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}
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}
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