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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
160 lines
6.2 KiB
C#
160 lines
6.2 KiB
C#
using System.Text.RegularExpressions;
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using NUnit.Framework;
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using Unity.Netcode.Editor;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.EditorTests
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{
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public class NetworkObjectTests
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{
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[Test]
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public void NetworkManagerOverrideTest()
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{
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// Create "bait"
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var singletonNetworkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>();
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singletonNetworkManager.SetSingleton();
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// Create override
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var networkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>();
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// NetworkObject
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var gameObject = new GameObject(nameof(NetworkManagerOverrideTest));
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var networkObject = gameObject.AddComponent<NetworkObject>();
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// Set override
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networkObject.NetworkManagerOwner = networkManager;
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Debug.Assert(networkObject.NetworkManager == networkManager);
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Object.DestroyImmediate(singletonNetworkManager.gameObject);
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Object.DestroyImmediate(networkManager.gameObject);
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Object.DestroyImmediate(gameObject);
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}
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[Test]
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[TestCase(0)]
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[TestCase(1)]
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[TestCase(2)]
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public void GetBehaviourIndexNone(int index)
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{
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var gameObject = new GameObject(nameof(GetBehaviourIndexNone));
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var networkObject = gameObject.AddComponent<NetworkObject>();
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LogAssert.Expect(LogType.Error, new Regex(".*out of bounds.*"));
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Assert.That(networkObject.GetNetworkBehaviourAtOrderIndex((ushort)index), Is.Null);
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// Cleanup
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Object.DestroyImmediate(gameObject);
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}
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[Test]
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public void GetBehaviourIndexOne()
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{
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var gameObject = new GameObject(nameof(GetBehaviourIndexOne));
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var networkObject = gameObject.AddComponent<NetworkObject>();
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var networkBehaviour = gameObject.AddComponent<EmptyNetworkBehaviour>();
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LogAssert.Expect(LogType.Error, new Regex(".*out of bounds.*"));
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Assert.That(networkObject.GetNetworkBehaviourAtOrderIndex(0), Is.EqualTo(networkBehaviour));
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Assert.That(networkObject.GetNetworkBehaviourAtOrderIndex(1), Is.Null);
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// Cleanup
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Object.DestroyImmediate(gameObject);
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}
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/// <summary>
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/// Verifies that a NetworkObject component that is positioned after a NetworkBehaviour component will
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/// be migrated to a component index value that is before the lowest NetworkBehaviour component index value.
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/// (The lowest NetworkBehaviour component's index value will also change when this happens)
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/// </summary>
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[Test]
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public void NetworkObjectComponentOrder()
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{
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var gameObject = new GameObject(nameof(GetBehaviourIndexOne));
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// Add the Networkbehaviour first
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var networkBehaviour = gameObject.AddComponent<EmptyNetworkBehaviour>();
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// Add an empty MonoBehaviour inbetween the NetworkBehaviour and NetworkObject
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gameObject.AddComponent<EmptyMonoBehaviour>();
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// Add the NetworkObject
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var networkObject = gameObject.AddComponent<NetworkObject>();
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var componentIndices = GetIndices(gameObject);
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// Verify the NetworkObject procedes the NetworkBehaviour
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Assert.True(componentIndices.NetworkObjectIndex > componentIndices.NetworkBehaviourIndex, $"[Initial Setup] NetworkObject index ({componentIndices.NetworkObjectIndex}) is not greater than the NetworkBehaviour index ({componentIndices.NetworkBehaviourIndex})!");
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// Force-Invoke the CheckForNetworkObject method in order to verify the NetworkObject is moved
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NetworkBehaviourEditor.CheckForNetworkObject(gameObject);
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var adjustedIndices = GetIndices(gameObject);
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Assert.True(ValidateComponentIndices(componentIndices, GetIndices(gameObject)), "NetworkObject did not get migrated below the NetworkBehaviour!");
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// Cleanup
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Object.DestroyImmediate(gameObject);
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}
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private bool ValidateComponentIndices(ComponentIndices previous, ComponentIndices current)
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{
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if (previous.NetworkObjectIndex != current.NetworkObjectIndex && previous.NetworkBehaviourIndex != current.NetworkBehaviourIndex)
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{
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if (current.NetworkObjectIndex < previous.NetworkObjectIndex && current.NetworkObjectIndex < current.NetworkBehaviourIndex)
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{
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return true;
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}
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}
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return false;
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}
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private ComponentIndices GetIndices(GameObject gameObject)
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{
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// Get the index/order values for the added NetworkBehaviour and NetworkObject
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var components = gameObject.GetComponents<MonoBehaviour>();
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var componentIndices = new ComponentIndices()
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{
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NetworkObjectIndex = -1,
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NetworkBehaviourIndex = -1
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};
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for (int i = 0; i < components.Length; i++)
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{
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if (componentIndices.NetworkObjectIndex != -1 && componentIndices.NetworkBehaviourIndex != -1)
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{
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break;
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}
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var component = components[i];
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var networkObjectComponent = component as NetworkObject;
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if (networkObjectComponent != null)
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{
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componentIndices.NetworkObjectIndex = i;
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continue;
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}
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var networkBehaviourComponent = component as EmptyNetworkBehaviour;
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if (networkBehaviourComponent != null)
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{
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componentIndices.NetworkBehaviourIndex = i;
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continue;
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}
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}
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return componentIndices;
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}
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private struct ComponentIndices
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{
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public int NetworkObjectIndex;
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public int NetworkBehaviourIndex;
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}
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public class EmptyNetworkBehaviour : NetworkBehaviour
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{
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}
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public class EmptyMonoBehaviour : MonoBehaviour
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{
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}
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}
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}
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