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.4] - 2024-08-21 ### Added - Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3004) ### Fixed - Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016) - Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012) - Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#3009) - Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#3008) - Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004) - Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004) - Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000) - Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000) ### Changed - Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021) - Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004) - Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
98 lines
3.2 KiB
C#
98 lines
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// This test validates PR-3000 where it would invoke
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/// TODO:
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/// We really need to get the service running during tests
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/// so we can validate these issues. While this test does
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/// partially validate it we still need to manually validate
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/// with a service connection.
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/// </summary>
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.DAHost)]
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public class RpcProxyMessageTesting : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 2;
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private List<RpcProxyText> m_ProxyTestInstances = new List<RpcProxyText>();
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private StringBuilder m_ValidationLogger = new StringBuilder();
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public RpcProxyMessageTesting(HostOrServer hostOrServer) : base(hostOrServer) { }
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protected override IEnumerator OnSetup()
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{
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m_ProxyTestInstances.Clear();
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return base.OnSetup();
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}
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<RpcProxyText>();
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base.OnCreatePlayerPrefab();
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}
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private bool ValidateRpcProxyRpcs()
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{
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m_ValidationLogger.Clear();
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foreach (var proxy in m_ProxyTestInstances)
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{
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if (proxy.ReceivedRpc.Count < NumberOfClients)
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{
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m_ValidationLogger.AppendLine($"Not all clients received RPC from Client-{proxy.OwnerClientId}!");
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}
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foreach (var clientId in proxy.ReceivedRpc)
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{
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if (clientId == proxy.OwnerClientId)
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{
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m_ValidationLogger.AppendLine($"Client-{proxy.OwnerClientId} sent itself an Rpc!");
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}
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}
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}
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return m_ValidationLogger.Length == 0;
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}
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public IEnumerator ProxyDoesNotInvokeOnSender()
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{
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m_ProxyTestInstances.Add(m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<RpcProxyText>());
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foreach (var client in m_ClientNetworkManagers)
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{
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m_ProxyTestInstances.Add(client.LocalClient.PlayerObject.GetComponent<RpcProxyText>());
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}
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foreach (var clientProxyTest in m_ProxyTestInstances)
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{
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clientProxyTest.SendToEveryOneButMe();
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}
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yield return WaitForConditionOrTimeOut(ValidateRpcProxyRpcs);
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AssertOnTimeout(m_ValidationLogger.ToString());
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}
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public class RpcProxyText : NetworkBehaviour
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{
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public List<ulong> ReceivedRpc = new List<ulong>();
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public void SendToEveryOneButMe()
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{
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var baseTarget = NetworkManager.DistributedAuthorityMode ? RpcTarget.NotAuthority : RpcTarget.NotMe;
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TestRpc(baseTarget);
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}
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[Rpc(SendTo.SpecifiedInParams)]
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private void TestRpc(RpcParams rpcParams = default)
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{
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ReceivedRpc.Add(rpcParams.Receive.SenderClientId);
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}
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}
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}
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}
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