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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
241 lines
11 KiB
C#
241 lines
11 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using NUnit.Framework;
|
|
using Unity.Netcode.TestHelpers.Runtime;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.Netcode.RuntimeTests
|
|
{
|
|
/// <summary>
|
|
/// The NetworkPrefabHandler unit tests validates:
|
|
/// Registering with GameObject, NetworkObject, or GlobalObjectIdHash
|
|
/// Newly assigned rotation or position values for newly spawned NetworkObject instances are valid
|
|
/// Destroying a newly spawned NetworkObject instance works
|
|
/// Removing a INetworkPrefabInstanceHandler is removed and can be verified (very last check)
|
|
/// </summary>
|
|
public class NetworkPrefabHandlerTests
|
|
{
|
|
|
|
private const string k_TestPrefabObjectName = "NetworkPrefabTestObject";
|
|
private uint m_ObjectId = 1;
|
|
private GameObject MakeValidNetworkPrefab()
|
|
{
|
|
Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(k_TestPrefabObjectName + m_ObjectId.ToString());
|
|
NetworkObject validPrefab = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
|
|
NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(validPrefab);
|
|
m_ObjectId++;
|
|
return validPrefab.gameObject;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests the NetwokConfig NetworkPrefabsList initialization during NetworkManager's Init method to make sure that
|
|
/// it will still initialize but remove the invalid prefabs
|
|
/// </summary>
|
|
[Test]
|
|
public void NetworkConfigInvalidNetworkPrefabTest()
|
|
{
|
|
|
|
// Add null entry
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(null);
|
|
|
|
// Add a NetworkPrefab with no prefab
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab());
|
|
|
|
// Add a NetworkPrefab override with an invalid hash
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 0 });
|
|
|
|
// Add a NetworkPrefab override with a valid hash but an invalid target prefab
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
|
|
|
|
// Add a NetworkPrefab override with a valid hash to override but an invalid target prefab
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourceHashToOverride = 654321, OverridingTargetPrefab = null });
|
|
|
|
// Add a NetworkPrefab override with an invalid source prefab to override
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = null });
|
|
|
|
// Add a NetworkPrefab override with a valid source prefab to override but an invalid target prefab
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = null });
|
|
|
|
// Add a valid prefab
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = MakeValidNetworkPrefab() });
|
|
|
|
// Add a NetworkPrefab override with a valid hash and valid target prefab
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Hash, SourceHashToOverride = 11111111, OverridingTargetPrefab = MakeValidNetworkPrefab() });
|
|
|
|
// Add a NetworkPrefab override with a valid prefab and valid target prefab
|
|
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Override = NetworkPrefabOverride.Prefab, SourcePrefabToOverride = MakeValidNetworkPrefab(), OverridingTargetPrefab = MakeValidNetworkPrefab() });
|
|
|
|
var exceptionOccurred = false;
|
|
try
|
|
{
|
|
NetworkManagerHelper.NetworkManagerObject.StartHost();
|
|
}
|
|
catch
|
|
{
|
|
exceptionOccurred = true;
|
|
}
|
|
|
|
Assert.False(exceptionOccurred);
|
|
|
|
// In the end we should only have 3 valid registered network prefabs
|
|
Assert.True(NetworkManagerHelper.NetworkManagerObject.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.Count == 3);
|
|
}
|
|
|
|
private const string k_PrefabObjectName = "NetworkPrefabHandlerTestObject";
|
|
|
|
[Test]
|
|
public void NetworkPrefabHandlerClass()
|
|
{
|
|
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _));
|
|
var testPrefabObjectName = k_PrefabObjectName;
|
|
|
|
Guid baseObjectID = NetworkManagerHelper.AddGameNetworkObject(testPrefabObjectName);
|
|
NetworkObject baseObject = NetworkManagerHelper.InstantiatedNetworkObjects[baseObjectID];
|
|
|
|
var networkPrefabHandler = new NetworkPrefabHandler();
|
|
var networkPrefaInstanceHandler = new NetworkPrefaInstanceHandler(baseObject);
|
|
|
|
var prefabPosition = new Vector3(1.0f, 5.0f, 3.0f);
|
|
var prefabRotation = new Quaternion(1.0f, 0.5f, 0.4f, 0.1f);
|
|
|
|
//Register via GameObject
|
|
var gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.gameObject, networkPrefaInstanceHandler);
|
|
|
|
//Test result of registering via GameObject reference
|
|
Assert.True(gameObjectRegistered);
|
|
|
|
var spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
|
|
|
|
//Test that something was instantiated
|
|
Assert.NotNull(spawnedObject);
|
|
|
|
//Test that this is indeed an instance of our original object
|
|
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
|
|
|
|
//Test for position and rotation
|
|
Assert.True(prefabPosition == spawnedObject.transform.position);
|
|
Assert.True(prefabRotation == spawnedObject.transform.rotation);
|
|
|
|
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
|
|
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
|
|
|
|
//Register via NetworkObject
|
|
gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject, networkPrefaInstanceHandler);
|
|
|
|
//Test result of registering via NetworkObject reference
|
|
Assert.True(gameObjectRegistered);
|
|
|
|
//Change it up
|
|
prefabPosition = new Vector3(2.0f, 1.0f, 5.0f);
|
|
prefabRotation = new Quaternion(4.0f, 1.5f, 5.4f, 5.1f);
|
|
|
|
spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
|
|
|
|
//Test that something was instantiated
|
|
Assert.NotNull(spawnedObject);
|
|
|
|
//Test that this is indeed an instance of our original object
|
|
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
|
|
|
|
//Test for position and rotation
|
|
Assert.True(prefabPosition == spawnedObject.transform.position);
|
|
Assert.True(prefabRotation == spawnedObject.transform.rotation);
|
|
|
|
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
|
|
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
|
|
|
|
//Register via GlobalObjectIdHash
|
|
gameObjectRegistered = networkPrefabHandler.AddHandler(baseObject.GlobalObjectIdHash, networkPrefaInstanceHandler);
|
|
|
|
//Test result of registering via GlobalObjectIdHash reference
|
|
Assert.True(gameObjectRegistered);
|
|
|
|
//Change it up
|
|
prefabPosition = new Vector3(6.0f, 4.0f, 1.0f);
|
|
prefabRotation = new Quaternion(3f, 2f, 4f, 1f);
|
|
|
|
spawnedObject = networkPrefabHandler.HandleNetworkPrefabSpawn(baseObject.GlobalObjectIdHash, 0, prefabPosition, prefabRotation);
|
|
|
|
//Test that something was instantiated
|
|
Assert.NotNull(spawnedObject);
|
|
|
|
//Test that this is indeed an instance of our original object
|
|
Assert.True(spawnedObject.name.Contains(testPrefabObjectName));
|
|
|
|
//Test for position and rotation
|
|
Assert.True(prefabPosition == spawnedObject.transform.position);
|
|
Assert.True(prefabRotation == spawnedObject.transform.rotation);
|
|
|
|
networkPrefabHandler.HandleNetworkPrefabDestroy(spawnedObject); //Destroy our prefab instance
|
|
networkPrefabHandler.RemoveHandler(baseObject); //Remove our handler
|
|
|
|
Assert.False(networkPrefaInstanceHandler.StillHasInstances());
|
|
}
|
|
|
|
[SetUp]
|
|
public void Setup()
|
|
{
|
|
//Create, instantiate, and host
|
|
NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None);
|
|
}
|
|
|
|
[TearDown]
|
|
public void TearDown()
|
|
{
|
|
//Stop, shutdown, and destroy
|
|
NetworkManagerHelper.ShutdownNetworkManager();
|
|
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).ToList();
|
|
#else
|
|
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>().ToList();
|
|
#endif
|
|
|
|
var networkObjectsList = networkObjects.Where(c => c.name.Contains(k_PrefabObjectName));
|
|
foreach (var networkObject in networkObjectsList)
|
|
{
|
|
UnityEngine.Object.DestroyImmediate(networkObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The Prefab instance handler to use for this test
|
|
/// </summary>
|
|
public class NetworkPrefaInstanceHandler : INetworkPrefabInstanceHandler
|
|
{
|
|
private NetworkObject m_NetworkObject;
|
|
|
|
private List<NetworkObject> m_Instances;
|
|
|
|
public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
|
|
{
|
|
var networkObjectInstance = UnityEngine.Object.Instantiate(m_NetworkObject.gameObject).GetComponent<NetworkObject>();
|
|
networkObjectInstance.transform.position = position;
|
|
networkObjectInstance.transform.rotation = rotation;
|
|
m_Instances.Add(networkObjectInstance);
|
|
return networkObjectInstance;
|
|
}
|
|
|
|
public void Destroy(NetworkObject networkObject)
|
|
{
|
|
var instancesContainsNetworkObject = m_Instances.Contains(networkObject);
|
|
Assert.True(instancesContainsNetworkObject);
|
|
m_Instances.Remove(networkObject);
|
|
UnityEngine.Object.Destroy(networkObject.gameObject);
|
|
}
|
|
|
|
public bool StillHasInstances()
|
|
{
|
|
return (m_Instances.Count > 0);
|
|
}
|
|
|
|
public NetworkPrefaInstanceHandler(NetworkObject networkObject)
|
|
{
|
|
m_NetworkObject = networkObject;
|
|
m_Instances = new List<NetworkObject>();
|
|
}
|
|
}
|
|
}
|