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). ## [1.2.0] - 2022-11-21 ### Added - Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290) - Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280) ### Changed - Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310) - When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276) ### Fixed - Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298) - Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296) - Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292) - Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281) - Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277) - Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265) ### Removed - Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
399 lines
16 KiB
C#
399 lines
16 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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public class ShowHideObject : NetworkBehaviour
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{
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public static List<ShowHideObject> ClientTargetedNetworkObjects = new List<ShowHideObject>();
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public static ulong ClientIdToTarget;
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public static bool Silent;
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public static int ValueAfterOwnershipChange = 0;
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public static NetworkObject GetNetworkObjectById(ulong networkObjectId)
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{
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foreach (var entry in ClientTargetedNetworkObjects)
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{
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if (entry.NetworkObjectId == networkObjectId)
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{
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return entry.NetworkObject;
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}
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}
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return null;
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}
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public override void OnNetworkSpawn()
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{
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if (NetworkManager.LocalClientId == ClientIdToTarget)
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{
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ClientTargetedNetworkObjects.Add(this);
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}
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if (IsServer)
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{
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MyListSetOnSpawn.Add(45);
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}
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else
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{
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Debug.Assert(MyListSetOnSpawn.Count == 1);
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Debug.Assert(MyListSetOnSpawn[0] == 45);
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}
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base.OnNetworkSpawn();
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}
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public override void OnNetworkDespawn()
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{
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if (ClientTargetedNetworkObjects.Contains(this))
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{
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ClientTargetedNetworkObjects.Remove(this);
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}
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base.OnNetworkDespawn();
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}
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public NetworkVariable<int> MyNetworkVariable;
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public NetworkList<int> MyListSetOnSpawn;
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public NetworkVariable<int> MyOwnerReadNetworkVariable;
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static public NetworkManager NetworkManagerOfInterest;
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internal static int GainOwnershipCount = 0;
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private void Awake()
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{
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// Debug.Log($"Awake {NetworkManager.LocalClientId}");
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MyNetworkVariable = new NetworkVariable<int>();
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MyNetworkVariable.OnValueChanged += Changed;
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MyListSetOnSpawn = new NetworkList<int>();
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MyOwnerReadNetworkVariable = new NetworkVariable<int>(readPerm: NetworkVariableReadPermission.Owner);
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MyOwnerReadNetworkVariable.OnValueChanged += OwnerReadChanged;
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}
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public override void OnGainedOwnership()
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{
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GainOwnershipCount++;
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base.OnGainedOwnership();
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}
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public void OwnerReadChanged(int before, int after)
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{
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if (NetworkManager == NetworkManagerOfInterest)
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{
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ValueAfterOwnershipChange = after;
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}
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}
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public void Changed(int before, int after)
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{
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if (!Silent)
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{
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Debug.Log($"Value changed from {before} to {after}");
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}
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}
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}
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public class NetworkShowHideTests : 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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private NetworkObject m_NetSpawnedObject2;
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private NetworkObject m_NetSpawnedObject3;
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private NetworkObject m_Object1OnClient0;
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private NetworkObject m_Object2OnClient0;
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private NetworkObject m_Object3OnClient0;
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("ShowHideObject");
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m_PrefabToSpawn.AddComponent<ShowHideObject>();
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}
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// Check that the first client see them, or not, as expected
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private IEnumerator CheckVisible(bool isVisible)
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{
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int count = 0;
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do
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{
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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count++;
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if (count > 20)
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{
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// timeout waiting for object to reach the expect visibility
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Assert.Fail("timeout waiting for object to reach the expect visibility");
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break;
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}
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} while (m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
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m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
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m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) != isVisible ||
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m_Object1OnClient0.IsSpawned != isVisible ||
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m_Object2OnClient0.IsSpawned != isVisible ||
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m_Object3OnClient0.IsSpawned != isVisible
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);
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Debug.Assert(m_NetSpawnedObject1.IsNetworkVisibleTo(m_ClientId0) == isVisible);
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Debug.Assert(m_NetSpawnedObject2.IsNetworkVisibleTo(m_ClientId0) == isVisible);
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Debug.Assert(m_NetSpawnedObject3.IsNetworkVisibleTo(m_ClientId0) == isVisible);
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Debug.Assert(m_Object1OnClient0.IsSpawned == isVisible);
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Debug.Assert(m_Object2OnClient0.IsSpawned == isVisible);
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Debug.Assert(m_Object3OnClient0.IsSpawned == isVisible);
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var clientNetworkManager = m_ClientNetworkManagers.Where((c) => c.LocalClientId == m_ClientId0).First();
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if (isVisible)
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{
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 3, $"Client-{clientNetworkManager.LocalClientId} should have 3 instances visible but only has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
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}
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else
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{
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects.Count == 0, $"Client-{clientNetworkManager.LocalClientId} should have no visible instances but still has {ShowHideObject.ClientTargetedNetworkObjects.Count}!");
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}
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}
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// Set the 3 objects visibility
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private void Show(bool individually, bool visibility)
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{
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if (individually)
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{
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if (!visibility)
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{
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m_NetSpawnedObject1.NetworkHide(m_ClientId0);
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m_NetSpawnedObject2.NetworkHide(m_ClientId0);
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m_NetSpawnedObject3.NetworkHide(m_ClientId0);
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}
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else
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{
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m_NetSpawnedObject1.NetworkShow(m_ClientId0);
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m_NetSpawnedObject2.NetworkShow(m_ClientId0);
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m_NetSpawnedObject3.NetworkShow(m_ClientId0);
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}
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}
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else
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{
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var list = new List<NetworkObject>();
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list.Add(m_NetSpawnedObject1);
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list.Add(m_NetSpawnedObject2);
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list.Add(m_NetSpawnedObject3);
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if (!visibility)
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{
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NetworkObject.NetworkHide(list, m_ClientId0);
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}
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else
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{
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NetworkObject.NetworkShow(list, m_ClientId0);
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}
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}
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}
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private bool RefreshNetworkObjects()
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{
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m_Object1OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject1.NetworkObjectId);
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m_Object2OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject2.NetworkObjectId);
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m_Object3OnClient0 = ShowHideObject.GetNetworkObjectById(m_NetSpawnedObject3.NetworkObjectId);
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if (m_Object1OnClient0 == null || m_Object2OnClient0 == null || m_Object3OnClient0 == null)
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{
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return false;
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}
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Assert.True(m_Object1OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
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Assert.True(m_Object2OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
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Assert.True(m_Object3OnClient0.NetworkManagerOwner == m_ClientNetworkManagers[0]);
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return true;
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}
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[UnityTest]
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public IEnumerator NetworkShowHideTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientId0;
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// create 3 objects
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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for (int mode = 0; mode < 2; mode++)
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{
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// get the NetworkObject on a client instance
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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// check object start visible
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yield return CheckVisible(true);
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// hide them on one client
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Show(mode == 0, false);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value = 3;
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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// verify they got hidden
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yield return CheckVisible(false);
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// show them to that client
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Show(mode == 0, true);
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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// verify they become visible
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yield return CheckVisible(true);
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}
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}
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[UnityTest]
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public IEnumerator NetworkShowHideQuickTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientId0;
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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for (int mode = 0; mode < 2; mode++)
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{
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// get the NetworkObject on a client instance
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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// check object start visible
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yield return CheckVisible(true);
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// hide and show them on one client, during the same frame
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Show(mode == 0, false);
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Show(mode == 0, true);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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yield return WaitForConditionOrTimeOut(RefreshNetworkObjects);
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AssertOnTimeout($"Could not refresh all NetworkObjects!");
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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// verify they become visible
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yield return CheckVisible(true);
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}
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}
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[UnityTest]
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public IEnumerator NetworkHideDespawnTest()
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{
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m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientId0;
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ShowHideObject.Silent = true;
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject2 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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var spawnedObject3 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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m_NetSpawnedObject2 = spawnedObject2.GetComponent<NetworkObject>();
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m_NetSpawnedObject3 = spawnedObject3.GetComponent<NetworkObject>();
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyNetworkVariable.Value++;
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m_NetSpawnedObject1.NetworkHide(m_ClientId0);
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m_NetSpawnedObject1.Despawn();
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 5);
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LogAssert.NoUnexpectedReceived();
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}
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[UnityTest]
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public IEnumerator NetworkHideChangeOwnership()
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{
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
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ShowHideObject.Silent = true;
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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<ShowHideObject>().MyNetworkVariable.Value++;
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// Hide an object to a client
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m_NetSpawnedObject1.NetworkHide(m_ClientNetworkManagers[1].LocalClientId);
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yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 0);
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// Change ownership while the object is hidden to some
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m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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// The two-second wait is actually needed as there's a potential warning of unhandled message after 1 second
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yield return new WaitForSeconds(1.25f);
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LogAssert.NoUnexpectedReceived();
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// Show the object again to check nothing unexpected happens
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m_NetSpawnedObject1.NetworkShow(m_ClientNetworkManagers[1].LocalClientId);
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yield return WaitForConditionOrTimeOut(() => ShowHideObject.ClientTargetedNetworkObjects.Count == 1);
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
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}
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[UnityTest]
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public IEnumerator NetworkHideChangeOwnershipNotHidden()
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{
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ShowHideObject.ClientTargetedNetworkObjects.Clear();
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ShowHideObject.ClientIdToTarget = m_ClientNetworkManagers[1].LocalClientId;
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ShowHideObject.Silent = true;
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var spawnedObject1 = SpawnObject(m_PrefabToSpawn, m_ServerNetworkManager);
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m_NetSpawnedObject1 = spawnedObject1.GetComponent<NetworkObject>();
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// wait for host to have spawned and gained ownership
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while (ShowHideObject.GainOwnershipCount == 0)
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{
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yield return new WaitForSeconds(0.0f);
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}
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// change the value
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m_NetSpawnedObject1.GetComponent<ShowHideObject>().MyOwnerReadNetworkVariable.Value++;
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// wait for three ticks
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
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// check we'll actually be changing owners
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Assert.False(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
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// only check for value change on one specific client
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ShowHideObject.NetworkManagerOfInterest = m_ClientNetworkManagers[0];
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// change ownership
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m_NetSpawnedObject1.ChangeOwnership(m_ClientNetworkManagers[0].LocalClientId);
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// wait three ticks
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ServerNetworkManager, 3);
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yield return NetcodeIntegrationTestHelpers.WaitForTicks(m_ClientNetworkManagers[0], 3);
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// verify ownership changed
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Assert.True(ShowHideObject.ClientTargetedNetworkObjects[0].OwnerClientId == m_ClientNetworkManagers[0].LocalClientId);
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// verify the expected client got the OnValueChanged. (Only client 1 sets this value)
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Assert.True(ShowHideObject.ValueAfterOwnershipChange == 1);
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}
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}
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}
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