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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
228 lines
9.0 KiB
C#
228 lines
9.0 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.Assertions.Comparers;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Runtime tests to test the network time system with the Unity player loop.
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/// </summary>
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public class NetworkTimeSystemTests
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{
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private MonoBehaviourTest<PlayerLoopFixedTimeTestComponent> m_PlayerLoopFixedTimeTestComponent; // cache for teardown
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private MonoBehaviourTest<PlayerLoopTimeTestComponent> m_PlayerLoopTimeTestComponent; // cache for teardown
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private float m_OriginalTimeScale = 1.0f;
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[SetUp]
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public void Setup()
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{
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m_OriginalTimeScale = Time.timeScale;
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// Create, instantiate, and host
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Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _));
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}
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/// <summary>
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/// Tests whether time is accessible and has correct values inside Update/FixedUpdate.
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/// This test applies only when <see cref="Time.timeScale"> is 1.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator PlayerLoopFixedTimeTest()
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{
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m_PlayerLoopFixedTimeTestComponent = new MonoBehaviourTest<PlayerLoopFixedTimeTestComponent>();
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yield return m_PlayerLoopFixedTimeTestComponent;
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}
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/// <summary>
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/// Tests whether time is accessible and has correct values inside Update, for multiples <see cref="Time.timeScale"/> values.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator PlayerLoopTimeTest_WithDifferentTimeScale([Values(0.0f, 0.1f, 0.5f, 1.0f, 2.0f, 5.0f)] float timeScale)
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{
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Time.timeScale = timeScale;
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m_PlayerLoopTimeTestComponent = new MonoBehaviourTest<PlayerLoopTimeTestComponent>();
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yield return m_PlayerLoopTimeTestComponent;
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}
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/// <summary>
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/// Tests whether the time system invokes the correct amount of ticks over a period of time.
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/// Note we cannot test against Time.Time directly because of floating point precision. Our time is more precise leading to different results.
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/// </summary>
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/// <returns></returns>
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[UnityTest]
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public IEnumerator CorrectAmountTicksTest()
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{
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NetworkTickSystem tickSystem = NetworkManager.Singleton.NetworkTickSystem;
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float delta = tickSystem.LocalTime.FixedDeltaTime;
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int previous_localTickCalculated = 0;
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int previous_serverTickCalculated = 0;
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while (tickSystem.LocalTime.Time < 3f)
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{
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yield return null;
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var tickCalculated = tickSystem.LocalTime.Time / delta;
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previous_localTickCalculated = (int)tickCalculated;
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// This check is needed due to double division imprecision of large numbers
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if ((tickCalculated - previous_localTickCalculated) >= 0.999999999999)
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{
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previous_localTickCalculated++;
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}
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tickCalculated = NetworkManager.Singleton.ServerTime.Time / delta;
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previous_serverTickCalculated = (int)tickCalculated;
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// This check is needed due to double division imprecision of large numbers
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if ((tickCalculated - previous_serverTickCalculated) >= 0.999999999999)
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{
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previous_serverTickCalculated++;
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}
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Assert.AreEqual(previous_localTickCalculated, NetworkManager.Singleton.LocalTime.Tick, $"Calculated local tick {previous_localTickCalculated} does not match local tick {NetworkManager.Singleton.LocalTime.Tick}!");
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Assert.AreEqual(previous_serverTickCalculated, NetworkManager.Singleton.ServerTime.Tick, $"Calculated server tick {previous_serverTickCalculated} does not match server tick {NetworkManager.Singleton.ServerTime.Tick}!");
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Assert.AreEqual((float)NetworkManager.Singleton.LocalTime.Time, (float)NetworkManager.Singleton.ServerTime.Time, $"Local time {(float)NetworkManager.Singleton.LocalTime.Time} is not approximately server time {(float)NetworkManager.Singleton.ServerTime.Time}!", FloatComparer.s_ComparerWithDefaultTolerance);
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}
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}
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[TearDown]
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public void TearDown()
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{
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// Stop, shutdown, and destroy
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NetworkManagerHelper.ShutdownNetworkManager();
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Time.timeScale = m_OriginalTimeScale;
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if (m_PlayerLoopFixedTimeTestComponent != null)
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{
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Object.DestroyImmediate(m_PlayerLoopFixedTimeTestComponent.gameObject);
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m_PlayerLoopFixedTimeTestComponent = null;
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}
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if (m_PlayerLoopTimeTestComponent != null)
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{
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Object.DestroyImmediate(m_PlayerLoopTimeTestComponent.gameObject);
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m_PlayerLoopTimeTestComponent = null;
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}
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}
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}
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public class PlayerLoopFixedTimeTestComponent : MonoBehaviour, IMonoBehaviourTest
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{
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public const int Passes = 100;
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private int m_UpdatePasses = 0;
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private int m_LastFixedUpdateTick = 0;
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private int m_TickOffset = -1;
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private NetworkTime m_LocalTimePreviousUpdate;
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private NetworkTime m_ServerTimePreviousUpdate;
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private NetworkTime m_LocalTimePreviousFixedUpdate;
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private void Start()
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{
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// Run fixed update at same rate as network tick
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Time.fixedDeltaTime = NetworkManager.Singleton.LocalTime.FixedDeltaTime;
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// Uncap fixed time else we might skip fixed updates
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Time.maximumDeltaTime = float.MaxValue;
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}
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private void Update()
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{
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// This must run first else it wont run if there is an exception
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m_UpdatePasses++;
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NetworkTime localTime = NetworkManager.Singleton.LocalTime;
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NetworkTime serverTime = NetworkManager.Singleton.ServerTime;
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// time should have advanced on the host/server
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Assert.Less(m_LocalTimePreviousUpdate.Time, localTime.Time);
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Assert.Less(m_ServerTimePreviousUpdate.Time, serverTime.Time);
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// time should be further then last fixed step in update
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Assert.Less(m_LocalTimePreviousFixedUpdate.FixedTime, localTime.Time);
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// we should be in same or further tick then fixed update
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Assert.LessOrEqual(m_LocalTimePreviousFixedUpdate.Tick, localTime.Tick);
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// fixed update should result in same amounts of tick as network time
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if (m_TickOffset == -1)
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{
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m_TickOffset = serverTime.Tick - m_LastFixedUpdateTick;
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}
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else
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{
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// offset of 1 is ok, this happens due to different tick duration offsets
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Assert.LessOrEqual(Mathf.Abs(serverTime.Tick - m_TickOffset - m_LastFixedUpdateTick), 1);
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}
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m_LocalTimePreviousUpdate = localTime;
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m_ServerTimePreviousUpdate = serverTime;
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}
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private void FixedUpdate()
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{
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m_LocalTimePreviousFixedUpdate = NetworkManager.Singleton.LocalTime;
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Assert.AreEqual(Time.fixedDeltaTime, m_LocalTimePreviousFixedUpdate.FixedDeltaTime);
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Assert.AreEqual((float)NetworkManager.Singleton.LocalTime.Time, (float)NetworkManager.Singleton.ServerTime.Time, null, FloatComparer.s_ComparerWithDefaultTolerance);
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m_LastFixedUpdateTick++;
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}
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public bool IsTestFinished => m_UpdatePasses >= Passes;
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}
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public class PlayerLoopTimeTestComponent : MonoBehaviour, IMonoBehaviourTest
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{
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public const int Passes = 100;
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private int m_UpdatePasses = 0;
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private NetworkTime m_LocalTimePreviousUpdate;
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private NetworkTime m_ServerTimePreviousUpdate;
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private NetworkTime m_LocalTimePreviousFixedUpdate;
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private void Update()
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{
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// This must run first else it wont run if there is an exception
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m_UpdatePasses++;
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NetworkTime localTime = NetworkManager.Singleton.LocalTime;
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NetworkTime serverTime = NetworkManager.Singleton.ServerTime;
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// time should have advanced on the host/server
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Assert.Less(m_LocalTimePreviousUpdate.Time, localTime.Time);
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Assert.Less(m_ServerTimePreviousUpdate.Time, serverTime.Time);
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// time should be further then last fixed step in update
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Assert.Less(m_LocalTimePreviousFixedUpdate.FixedTime, localTime.Time);
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// we should be in same or further tick then fixed update
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Assert.LessOrEqual(m_LocalTimePreviousFixedUpdate.Tick, localTime.Tick);
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m_LocalTimePreviousUpdate = localTime;
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m_ServerTimePreviousUpdate = serverTime;
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}
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private void FixedUpdate()
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{
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m_LocalTimePreviousFixedUpdate = NetworkManager.Singleton.LocalTime;
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}
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public bool IsTestFinished => m_UpdatePasses >= Passes;
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}
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}
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