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). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
191 lines
8.4 KiB
C#
191 lines
8.4 KiB
C#
using System;
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using System.Collections;
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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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/// <summary>
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/// Tests the times of two clients connecting to a server using the SIPTransport (returns 50ms RTT but has no latency simulation)
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/// </summary>
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public class TimeIntegrationTest : NetcodeIntegrationTest
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{
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private const double k_AdditionalTimeTolerance = 0.3d; // magic number and in theory not needed but without this mac os test fail in Yamato because it looks like we get random framerate drops during unit test.
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private NetworkTimeState m_ServerState;
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private NetworkTimeState m_Client1State;
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private NetworkTimeState m_Client2State;
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protected override int NumberOfClients => 2;
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protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
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{
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return NetworkManagerInstatiationMode.DoNotCreate;
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}
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private void UpdateTimeStates(NetworkManager[] networkManagers)
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{
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var server = networkManagers.First(t => t.IsServer);
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var firstClient = networkManagers.First(t => t.IsClient);
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var secondClient = networkManagers.Last(t => t.IsClient);
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Assert.AreNotEqual(firstClient, secondClient);
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m_ServerState = new NetworkTimeState(server);
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m_Client1State = new NetworkTimeState(firstClient);
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m_Client2State = new NetworkTimeState(secondClient);
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}
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[UnityTest]
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[TestCase(60, 30u, ExpectedResult = null)]
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[TestCase(30, 30u, ExpectedResult = null)]
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[TestCase(40, 30u, ExpectedResult = null)]
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[TestCase(10, 30u, ExpectedResult = null)]
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[TestCase(60, 60u, ExpectedResult = null)]
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[TestCase(60, 10u, ExpectedResult = null)]
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public IEnumerator TestTimeIntegrationTest(int targetFrameRate, uint tickRate)
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{
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yield return StartSomeClientsAndServerWithPlayersCustom(true, NumberOfClients, targetFrameRate, tickRate);
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double frameInterval = 1d / targetFrameRate;
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double tickInterval = 1d / tickRate;
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var networkManagers = NetcodeIntegrationTestHelpers.NetworkManagerInstances.ToArray();
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var server = networkManagers.First(t => t.IsServer);
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var firstClient = networkManagers.First(t => !t.IsServer);
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var secondClient = networkManagers.Last(t => !t.IsServer);
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Assert.AreNotEqual(firstClient, secondClient);
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// increase the buffer time of client 2 // the values for client 1 are 0.0333/0.0333 here
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secondClient.NetworkTimeSystem.LocalBufferSec = 0.2;
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secondClient.NetworkTimeSystem.ServerBufferSec = 0.1;
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UpdateTimeStates(networkManagers);
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// wait for at least one tick to pass
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yield return new WaitUntil(() => m_ServerState.LocalTime.Tick != server.NetworkTickSystem.LocalTime.Tick);
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yield return new WaitUntil(() => m_Client1State.LocalTime.Tick != firstClient.NetworkTickSystem.LocalTime.Tick);
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yield return new WaitUntil(() => m_Client2State.LocalTime.Tick != secondClient.NetworkTickSystem.LocalTime.Tick);
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var framesToRun = 3d / frameInterval;
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for (int i = 0; i < framesToRun; i++)
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{
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yield return null;
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UpdateTimeStates(networkManagers);
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// compares whether client times have the correct offset to server
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m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
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m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
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// compares the two client times, only difference should be based on buffering.
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m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + k_AdditionalTimeTolerance);
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}
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}
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protected override IEnumerator OnTearDown()
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{
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// Always "shutdown in a tear-down" otherwise you can cause all proceeding tests to fail
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ShutdownAndCleanUp();
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yield return base.OnTearDown();
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}
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// This is from NetcodeIntegrationTest but we need a custom version of this to modifiy the config
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private IEnumerator StartSomeClientsAndServerWithPlayersCustom(bool useHost, int nbClients, int targetFrameRate, uint tickRate)
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{
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// Create multiple NetworkManager instances
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if (!NetcodeIntegrationTestHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients, targetFrameRate))
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{
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Debug.LogError("Failed to create instances");
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Assert.Fail("Failed to create instances");
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}
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m_ClientNetworkManagers = clients;
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m_ServerNetworkManager = server;
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// Create playerPrefab
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m_PlayerPrefab = new GameObject("Player");
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NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
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/*
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* Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
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* In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
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* NetcodeIntegrationTestHelpers has a helper function that lets you mark a runtime created object to be
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* treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
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* at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
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*/
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// Make it a prefab
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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// Set the player prefab
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server.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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for (int i = 0; i < clients.Length; i++)
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{
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clients[i].NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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clients[i].NetworkConfig.TickRate = tickRate;
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}
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server.NetworkConfig.TickRate = tickRate;
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// Start the instances
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if (!NetcodeIntegrationTestHelpers.Start(useHost, server, clients))
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{
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Debug.LogError("Failed to start instances");
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Assert.Fail("Failed to start instances");
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}
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// Wait for connection on client and server side
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"Timed-out waiting for all clients to connect!");
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}
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private readonly struct NetworkTimeState : IEquatable<NetworkTimeState>
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{
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public NetworkTime LocalTime { get; }
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public NetworkTime ServerTime { get; }
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public NetworkTimeState(NetworkManager manager)
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{
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LocalTime = manager.NetworkTickSystem.LocalTime;
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ServerTime = manager.NetworkTickSystem.ServerTime;
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}
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public void AssertCheckDifference(NetworkTimeState clientState, double localBufferDifference, double serverBufferDifference, double tolerance)
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{
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var difLocalAbs = Math.Abs(clientState.LocalTime.Time - LocalTime.Time - localBufferDifference);
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var difServerAbs = Math.Abs(ServerTime.Time - clientState.ServerTime.Time - serverBufferDifference);
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Assert.True(difLocalAbs < tolerance, $"localtime difference: {difLocalAbs} bigger than tolerance: {tolerance}");
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Assert.True(difServerAbs < tolerance, $"servertime difference: {difServerAbs} bigger than tolerance: {tolerance}");
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}
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public bool Equals(NetworkTimeState other)
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{
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return LocalTime.Time.Equals(other.LocalTime.Time) && ServerTime.Time.Equals(other.ServerTime.Time);
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}
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public override bool Equals(object obj)
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{
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return obj is NetworkTimeState other && Equals(other);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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return (LocalTime.Time.GetHashCode() * 397) ^ ServerTime.Time.GetHashCode();
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}
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}
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}
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}
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}
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