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)
142 lines
5.6 KiB
C#
142 lines
5.6 KiB
C#
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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using Object = UnityEngine.Object;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class AddNetworkPrefabTest : NetcodeIntegrationTest
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{
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internal class EmptyComponent : NetworkBehaviour
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{
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}
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protected override int NumberOfClients => 1;
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private GameObject m_Prefab;
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protected override IEnumerator OnSetup()
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{
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// Host is irrelevant, messages don't get sent to the host "client"
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m_UseHost = false;
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yield return null;
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}
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protected override void OnServerAndClientsCreated()
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{
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m_Prefab = new GameObject("Object");
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var networkObject = m_Prefab.AddComponent<NetworkObject>();
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m_Prefab.AddComponent<EmptyComponent>();
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// Make it a prefab
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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m_ServerNetworkManager.NetworkConfig.SpawnTimeout = 0;
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m_ServerNetworkManager.NetworkConfig.ForceSamePrefabs = false;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.SpawnTimeout = 0;
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client.NetworkConfig.ForceSamePrefabs = false;
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}
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}
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private EmptyComponent GetObjectForClient(ulong clientId)
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{
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#if UNITY_2023_1_OR_NEWER
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var emptyComponents = Object.FindObjectsByType<EmptyComponent>(FindObjectsSortMode.InstanceID);
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#else
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var emptyComponents = Object.FindObjectsOfType<EmptyComponent>();
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#endif
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foreach (var component in emptyComponents)
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{
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if (component.IsSpawned && component.NetworkManager.LocalClientId == clientId)
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{
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return component;
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}
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}
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return null;
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}
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private void RegisterPrefab()
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{
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m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
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foreach (var client in m_ClientNetworkManagers)
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{
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client.AddNetworkPrefab(m_Prefab);
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}
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}
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private void DeregisterPrefab()
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{
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m_ServerNetworkManager.RemoveNetworkPrefab(m_Prefab);
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foreach (var client in m_ClientNetworkManagers)
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{
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client.RemoveNetworkPrefab(m_Prefab);
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}
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}
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private static CoroutineRunner s_CoroutineRunner;
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[UnityTest]
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public IEnumerator WhenSpawningBeforeAddingPrefab_SpawnFails()
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{
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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[UnityTest]
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public IEnumerator WhenSpawningAfterAddingServerPrefabButBeforeAddingClientPrefab_SpawnFails()
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{
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m_ServerNetworkManager.AddNetworkPrefab(m_Prefab);
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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[UnityTest]
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public IEnumerator WhenSpawningAfterAddingPrefabOnServerAndClient_SpawnSucceeds()
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{
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RegisterPrefab();
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeHandled<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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[UnityTest]
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public IEnumerator WhenSpawningAfterRemovingPrefabOnClient_SpawnFails()
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{
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RegisterPrefab();
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var serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNotNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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serverObject.GetComponent<NetworkObject>().Despawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<DestroyObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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DeregisterPrefab();
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serverObject = Object.Instantiate(m_Prefab);
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serverObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
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serverObject.GetComponent<NetworkObject>().Spawn();
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yield return NetcodeIntegrationTestHelpers.WaitForMessageOfTypeReceived<CreateObjectMessage>(m_ClientNetworkManagers[0]);
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Assert.IsNull(GetObjectForClient(m_ClientNetworkManagers[0].LocalClientId));
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}
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}
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}
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