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)
88 lines
3.0 KiB
C#
88 lines
3.0 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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namespace Unity.Netcode.RuntimeTests
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{
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internal class NetworkListChangedTestComponent : NetworkBehaviour
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{
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}
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internal class ListChangedObject : NetworkBehaviour
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{
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public int ExpectedPreviousValue = 0;
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public int ExpectedValue = 0;
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public bool AddDone = false;
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public NetworkList<int> MyNetworkList = new NetworkList<int>();
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public override void OnNetworkSpawn()
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{
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MyNetworkList.OnListChanged += Changed;
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base.OnNetworkSpawn();
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}
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public void Changed(NetworkListEvent<int> listEvent)
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{
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if (listEvent.Type == NetworkListEvent<int>.EventType.Value)
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{
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if (listEvent.PreviousValue != ExpectedPreviousValue)
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{
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Debug.Log($"Expected previous value mismatch {listEvent.PreviousValue} versus {ExpectedPreviousValue}");
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Debug.Assert(listEvent.PreviousValue == ExpectedPreviousValue);
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}
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if (listEvent.Value != ExpectedValue)
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{
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Debug.Log($"Expected value mismatch {listEvent.Value} versus {ExpectedValue}");
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Debug.Assert(listEvent.Value == ExpectedValue);
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}
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AddDone = true;
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}
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}
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}
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[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
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[TestFixture(NetworkTopologyTypes.ClientServer)]
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internal class NetworkListChangedTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 2;
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private ulong m_ClientId0;
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private GameObject m_PrefabToSpawn;
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private NetworkObject m_NetSpawnedObject1;
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public NetworkListChangedTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("ListChangedObject");
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m_PrefabToSpawn.AddComponent<ListChangedObject>();
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}
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[UnityTest]
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public IEnumerator NetworkListChangedTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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// create 3 objects
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject1.GetComponent<ListChangedObject>().MyNetworkList.Add(42);
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m_NetSpawnedObject1.GetComponent<ListChangedObject>().ExpectedPreviousValue = 42;
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m_NetSpawnedObject1.GetComponent<ListChangedObject>().ExpectedValue = 44;
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m_NetSpawnedObject1.GetComponent<ListChangedObject>().MyNetworkList[0] = 44;
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Debug.Assert(m_NetSpawnedObject1.GetComponent<ListChangedObject>().AddDone);
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return null;
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}
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}
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}
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