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-pre.2] - 2024-06-17 ### Added - Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957) - Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957) - Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in `NetworkVariable<T>` with the callback `NetworkVariable<T>.CheckExceedsDirtinessThreshold`). (#2957) - Added `NetworkVariableUpdateTraits`, which add additional throttling support: `MinSecondsBetweenUpdates` will prevent the `NetworkVariable` from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while `MaxSecondsBetweenUpdates` will force a dirty `NetworkVariable` to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957) - Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957) - Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957) - Added `NetworkTickSystem.AnticipationTick`, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957) - Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948) - Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948) - Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948) ### Fixed - Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948) - Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948) - Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948) ### Changed - Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957) - Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957) - Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948) - Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948) - Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
225 lines
8.0 KiB
C#
225 lines
8.0 KiB
C#
using System;
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using System.Collections;
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using NUnit.Framework;
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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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/// 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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internal class NetworkBehaviourReferenceTests : IDisposable
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{
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private class TestNetworkBehaviour : NetworkBehaviour
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{
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public static bool ReceivedRPC;
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public NetworkVariable<NetworkBehaviourReference> TestVariable = new NetworkVariable<NetworkBehaviourReference>();
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public TestNetworkBehaviour RpcReceivedBehaviour;
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[ServerRpc]
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public void SendReferenceServerRpc(NetworkBehaviourReference value)
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{
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RpcReceivedBehaviour = (TestNetworkBehaviour)value;
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ReceivedRPC = true;
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}
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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 NetworkBehaviourReference(testNetworkBehaviour));
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedBehaviour == 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(testNetworkBehaviour, testNetworkBehaviour.RpcReceivedBehaviour);
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}
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[UnityTest]
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public IEnumerator TestSerializeNull([Values] bool initializeWithNull)
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{
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TestNetworkBehaviour.ReceivedRPC = false;
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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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// If not initializing with null, then use the default constructor with no assigned NetworkBehaviour
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if (!initializeWithNull)
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{
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testNetworkBehaviour.SendReferenceServerRpc(new NetworkBehaviourReference());
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}
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else // Otherwise, initialize and pass in null as the reference
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{
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testNetworkBehaviour.SendReferenceServerRpc(new NetworkBehaviourReference(null));
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}
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// wait for rpc completion
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float t = 0;
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while (!TestNetworkBehaviour.ReceivedRPC)
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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(null, testNetworkBehaviour.RpcReceivedBehaviour);
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}
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[UnityTest]
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public IEnumerator TestRpcImplicitNetworkBehaviour()
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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(testNetworkBehaviour);
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// wait for rpc completion
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float t = 0;
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while (testNetworkBehaviour.RpcReceivedBehaviour == 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(testNetworkBehaviour, testNetworkBehaviour.RpcReceivedBehaviour);
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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((NetworkBehaviour)testNetworkBehaviour.TestVariable.Value);
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testNetworkBehaviour.TestVariable.Value = testNetworkBehaviour;
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Assert.AreEqual((NetworkBehaviour)testNetworkBehaviour.TestVariable.Value, testNetworkBehaviour);
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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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var component = networkObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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Assert.Throws<ArgumentException>(() =>
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{
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NetworkBehaviourReference outReference = component;
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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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var component = gameObjectContext.Object.gameObject.AddComponent<TestNetworkBehaviour>();
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Assert.Throws<ArgumentException>(() =>
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{
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NetworkBehaviourReference outReference = component;
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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 NetworkBehaviourReferenceTests()
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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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/// Integration tests for NetworkBehaviourReference
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/// </summary>
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internal class NetworkBehaviourReferenceIntegrationTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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internal class FakeMissingComponent : NetworkBehaviour
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{
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}
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internal class TestAddedComponent : NetworkBehaviour
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{
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}
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<TestAddedComponent>();
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base.OnCreatePlayerPrefab();
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}
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/// <summary>
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/// This test validates that if a component does not exist the NetworkBehaviourReference will not throw an
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/// invalid cast exception.
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/// (It is a full integration test to assure the NetworkObjects are spawned)
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/// </summary>
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[UnityTest]
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public IEnumerator TestTryGetWithAndWithOutExistingComponent()
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{
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var networkBehaviourReference = new NetworkBehaviourReference(m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<TestAddedComponent>());
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var missingComponent = (FakeMissingComponent)null;
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var testBehaviour = (TestAddedComponent)null;
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Assert.IsFalse(networkBehaviourReference.TryGet(out missingComponent));
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Assert.IsTrue(networkBehaviourReference.TryGet(out testBehaviour));
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yield return null;
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}
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}
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}
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