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)
91 lines
3.8 KiB
C#
91 lines
3.8 KiB
C#
using NUnit.Framework;
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using Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.EditorTests
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{
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internal class NetworkPrefabProcessorTests
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{
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private NetcodeForGameObjectsProjectSettings m_Settings;
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private bool m_EditorDefaultPrefabSetting;
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private string m_EditorDefaultPrefabLocation;
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private GameObject m_Prefab;
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private const string k_PrefabName = "Assets/TestPrefab.prefab";
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private const string k_DefaultAssetString = "Assets/TestPrefabList.asset";
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[SetUp]
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public void SetUp()
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{
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m_Settings = NetcodeForGameObjectsProjectSettings.instance;
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m_EditorDefaultPrefabSetting = m_Settings.GenerateDefaultNetworkPrefabs;
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m_EditorDefaultPrefabLocation = NetworkPrefabProcessor.DefaultNetworkPrefabsPath;
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NetworkPrefabProcessor.DefaultNetworkPrefabsPath = k_DefaultAssetString;
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}
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[TearDown]
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public void TearDown()
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{
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m_Settings.GenerateDefaultNetworkPrefabs = m_EditorDefaultPrefabSetting;
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NetworkPrefabProcessor.DefaultNetworkPrefabsPath = m_EditorDefaultPrefabLocation;
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AssetDatabase.DeleteAsset(k_PrefabName);
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AssetDatabase.DeleteAsset(k_DefaultAssetString);
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}
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[Test]
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public void WhenGenerateDefaultNetworkPrefabsIsEnabled_AddingAPrefabUpdatesDefaultPrefabList()
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{
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var obj = new GameObject("Object");
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obj.AddComponent<NetworkObject>();
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m_Settings.GenerateDefaultNetworkPrefabs = true;
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m_Prefab = PrefabUtility.SaveAsPrefabAsset(obj, k_PrefabName);
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Object.DestroyImmediate(obj);
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var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false);
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Assert.IsFalse(isNew);
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Assert.IsTrue(prefabList.Contains(m_Prefab));
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}
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[Test]
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public void WhenGenerateDefaultNetworkPrefabsIsEnabled_RemovingAPrefabUpdatesDefaultPrefabList()
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{
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WhenGenerateDefaultNetworkPrefabsIsEnabled_AddingAPrefabUpdatesDefaultPrefabList();
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AssetDatabase.DeleteAsset(k_PrefabName);
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var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false);
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Assert.IsFalse(isNew);
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Assert.IsFalse(prefabList.Contains(m_Prefab));
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}
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[Test]
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public void WhenGenerateDefaultNetworkPrefabsIsNotEnabled_AddingAPrefabDoesNotUpdateDefaultPrefabList()
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{
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var obj = new GameObject("Object");
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obj.AddComponent<NetworkObject>();
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m_Settings.GenerateDefaultNetworkPrefabs = false;
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m_Prefab = PrefabUtility.SaveAsPrefabAsset(obj, k_PrefabName);
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Object.DestroyImmediate(obj);
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var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false);
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Assert.IsTrue(isNew);
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Assert.IsFalse(prefabList.Contains(m_Prefab));
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}
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[Test]
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public void WhenGenerateDefaultNetworkPrefabsIsNotEnabled_RemovingAPrefabDoesNotUpdateDefaultPrefabList()
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{
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// Add it with the list enabled, then disable the list. Removing it
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// should then be nop.
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WhenGenerateDefaultNetworkPrefabsIsEnabled_AddingAPrefabUpdatesDefaultPrefabList();
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m_Settings.GenerateDefaultNetworkPrefabs = false;
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AssetDatabase.DeleteAsset(k_PrefabName);
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var prefabList = NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out var isNew, false);
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Assert.IsFalse(isNew);
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Assert.IsTrue(prefabList.Contains(m_Prefab));
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}
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}
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}
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