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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
184 lines
7.1 KiB
C#
184 lines
7.1 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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/// <summary>
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/// This class is for testing general fixes or functionality of NetworkBehaviours
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/// </summary>
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internal class NetworkBehaviourGenericTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 0;
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private bool m_AllowServerToStart;
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protected override bool CanStartServerAndClients()
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{
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return m_AllowServerToStart;
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}
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internal class SimpleNetworkBehaviour : NetworkBehaviour
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{
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public bool OnNetworkDespawnCalled;
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public override void OnNetworkDespawn()
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{
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OnNetworkDespawnCalled = true;
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base.OnNetworkDespawn();
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}
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}
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protected override IEnumerator OnSetup()
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{
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m_AllowServerToStart = false;
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return base.OnSetup();
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}
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/// <summary>
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/// This validates the fix for when a child GameObject with a NetworkBehaviour
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/// is deleted while the parent GameObject with a NetworkObject is spawned and
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/// is not deleted until a later time would cause an exception due to the
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/// NetworkBehaviour not being removed from the NetworkObject.ChildNetworkBehaviours
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/// list.
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/// </summary>
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[UnityTest]
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public IEnumerator ValidatedDisableddNetworkBehaviourWarning()
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{
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m_AllowServerToStart = true;
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yield return s_DefaultWaitForTick;
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// Now just start the Host
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yield return StartServerAndClients();
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var parentObject = new GameObject();
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var childObject = new GameObject
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{
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name = "ChildObject"
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};
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childObject.transform.parent = parentObject.transform;
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var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
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var childBehaviour = childObject.AddComponent<NetworkTransform>();
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// Set the child object to be inactive in the hierarchy
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childObject.SetActive(false);
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LogAssert.Expect(LogType.Warning, $"{childObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during spawn!");
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parentNetworkObject.Spawn();
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yield return s_DefaultWaitForTick;
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}
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/// <summary>
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/// This test validates a fix to NetworkBehaviour.NetworkObject when
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/// the NetworkManager.LogLevel is set to Developer
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/// Note: This test does not require any clients, but should not impact this
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/// particular test if new tests are added to this class that do require clients
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/// </summary>
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[UnityTest]
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public IEnumerator ValidateNoSpam()
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{
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m_AllowServerToStart = true;
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var objectToTest = new GameObject();
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var simpleNetworkBehaviour = objectToTest.AddComponent<SimpleNetworkBehaviour>();
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// Now just start the Host
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yield return StartServerAndClients();
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// set the log level to developer
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m_ServerNetworkManager.LogLevel = LogLevel.Developer;
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// The only valid condition for this would be if the NetworkBehaviour is spawned.
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simpleNetworkBehaviour.IsSpawned = true;
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// Verify the warning gets logged under normal conditions
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var isNull = simpleNetworkBehaviour.NetworkObject == null;
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LogAssert.Expect(LogType.Warning, $"[Netcode] Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
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var networkObjectToTest = objectToTest.AddComponent<NetworkObject>();
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networkObjectToTest.NetworkManagerOwner = m_ServerNetworkManager;
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networkObjectToTest.Spawn();
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// Assure no log messages are logged when they should not be logged
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isNull = simpleNetworkBehaviour.NetworkObject != null;
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LogAssert.NoUnexpectedReceived();
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networkObjectToTest.Despawn();
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Object.Destroy(networkObjectToTest);
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}
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/// <summary>
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/// This validates the fix for when a child GameObject with a NetworkBehaviour
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/// is deleted while the parent GameObject with a NetworkObject is spawned and
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/// is not deleted until a later time would cause an exception due to the
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/// NetworkBehaviour not being removed from the NetworkObject.ChildNetworkBehaviours
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/// list.
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/// </summary>
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[UnityTest]
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public IEnumerator ValidateDeleteChildNetworkBehaviour()
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{
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m_AllowServerToStart = true;
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yield return s_DefaultWaitForTick;
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// Now just start the Host
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yield return StartServerAndClients();
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var parentObject = new GameObject();
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var childObject = new GameObject();
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childObject.transform.parent = parentObject.transform;
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var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
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childObject.AddComponent<SimpleNetworkBehaviour>();
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parentNetworkObject.Spawn();
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yield return s_DefaultWaitForTick;
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// Destroy the child object with child NetworkBehaviour
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Object.Destroy(childObject);
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yield return s_DefaultWaitForTick;
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// Assure no log messages are logged when they should not be logged
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LogAssert.NoUnexpectedReceived();
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// Destroy the parent object which should not cause any exceptions
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// (validating the fix)
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Object.Destroy(parentObject);
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}
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protected override void OnPlayerPrefabGameObjectCreated()
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{
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// Adds the SimpleNetworkBehaviour before the NetworkObject
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// for OnNetworkDespawnInvokedWhenClientDisconnects testing
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m_PlayerPrefab.AddComponent<SimpleNetworkBehaviour>();
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}
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/// <summary>
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/// This validates that upon a client disconnecting, the server-side
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/// client's player clone will invoke NetworkBehaviour.OnNetworkDespawn
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/// when the component precedes the NetworkObject component.(PR-2323)
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/// </summary>
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[UnityTest]
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public IEnumerator OnNetworkDespawnInvokedWhenClientDisconnects()
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{
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m_AllowServerToStart = true;
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// Now just start the Host
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yield return StartServerAndClients();
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// Now create and connect a new client
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yield return CreateAndStartNewClient();
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var serverSidePlayer = m_PlayerNetworkObjects[NetworkManager.ServerClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<SimpleNetworkBehaviour>();
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yield return StopOneClient(m_ClientNetworkManagers[0]);
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Assert.True(serverSidePlayer.OnNetworkDespawnCalled, $"Server-side player clone did not invoke OnNetworkDespawn!");
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}
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}
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}
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