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com.unity.netcode.gameobjects/Tests/Runtime/NetworkVisibilityTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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)
2024-05-31 00:00:00 +00:00

59 lines
2.4 KiB
C#

using System.Collections;
using System.Linq;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(SceneManagementState.SceneManagementEnabled, NetworkTopologyTypes.DistributedAuthority)]
[TestFixture(SceneManagementState.SceneManagementDisabled, NetworkTopologyTypes.DistributedAuthority)]
[TestFixture(SceneManagementState.SceneManagementEnabled, NetworkTopologyTypes.ClientServer)]
[TestFixture(SceneManagementState.SceneManagementDisabled, NetworkTopologyTypes.ClientServer)]
internal class NetworkVisibilityTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
private GameObject m_TestNetworkPrefab;
private bool m_SceneManagementEnabled;
public NetworkVisibilityTests(SceneManagementState sceneManagementState, NetworkTopologyTypes networkTopologyType) : base(networkTopologyType)
{
m_SceneManagementEnabled = sceneManagementState == SceneManagementState.SceneManagementEnabled;
}
protected override void OnServerAndClientsCreated()
{
m_TestNetworkPrefab = CreateNetworkObjectPrefab("Object");
m_TestNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
foreach (var clientNetworkManager in m_ClientNetworkManagers)
{
clientNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
}
base.OnServerAndClientsCreated();
}
protected override IEnumerator OnServerAndClientsConnected()
{
SpawnObject(m_TestNetworkPrefab, m_ServerNetworkManager);
yield return base.OnServerAndClientsConnected();
}
[UnityTest]
public IEnumerator HiddenObjectsTest()
{
#if UNITY_2023_1_OR_NEWER
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == 2);
#else
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == 2);
#endif
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for the visible object count to equal 2!");
}
}
}