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com.unity.netcode.gameobjects/Tests/Runtime/NetworkSpawnManagerTests.cs
Unity Technologies b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)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events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)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)
2023-04-10 00:00:00 +00:00

144 lines
6.5 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkSpawnManagerTests : NetcodeIntegrationTest
{
private ulong serverSideClientId => NetworkManager.ServerClientId;
private ulong clientSideClientId => m_ClientNetworkManagers[0].LocalClientId;
private ulong otherClientSideClientId => m_ClientNetworkManagers[1].LocalClientId;
protected override int NumberOfClients => 2;
[Test]
public void TestServerCanAccessItsOwnPlayer()
{
// server can access its own player
var serverSideServerPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(serverSideClientId);
Assert.NotNull(serverSideServerPlayerObject);
Assert.AreEqual(serverSideClientId, serverSideServerPlayerObject.OwnerClientId);
}
[Test]
public void TestServerCanAccessOtherPlayers()
{
// server can access other players
var serverSideClientPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(clientSideClientId);
Assert.NotNull(serverSideClientPlayerObject);
Assert.AreEqual(clientSideClientId, serverSideClientPlayerObject.OwnerClientId);
var serverSideOtherClientPlayerObject = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(otherClientSideClientId);
Assert.NotNull(serverSideOtherClientPlayerObject);
Assert.AreEqual(otherClientSideClientId, serverSideOtherClientPlayerObject.OwnerClientId);
}
[Test]
public void TestClientCantAccessServerPlayer()
{
// client can't access server player
Assert.Throws<NotServerException>(() =>
{
m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(serverSideClientId);
});
}
[Test]
public void TestClientCanAccessOwnPlayer()
{
// client can access own player
var clientSideClientPlayerObject = m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(clientSideClientId);
Assert.NotNull(clientSideClientPlayerObject);
Assert.AreEqual(clientSideClientId, clientSideClientPlayerObject.OwnerClientId);
}
[Test]
public void TestClientCantAccessOtherPlayer()
{
// client can't access other player
Assert.Throws<NotServerException>(() =>
{
m_ClientNetworkManagers[0].SpawnManager.GetPlayerNetworkObject(otherClientSideClientId);
});
}
[Test]
public void TestServerGetsNullValueIfInvalidId()
{
// server gets null value if invalid id
var nullPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(9999);
Assert.Null(nullPlayer);
}
[Test]
public void TestServerCanUseGetLocalPlayerObject()
{
// test server can use GetLocalPlayerObject
var serverSideServerPlayerObject = m_ServerNetworkManager.SpawnManager.GetLocalPlayerObject();
Assert.NotNull(serverSideServerPlayerObject);
Assert.AreEqual(serverSideClientId, serverSideServerPlayerObject.OwnerClientId);
}
[Test]
public void TestClientCanUseGetLocalPlayerObject()
{
// test client can use GetLocalPlayerObject
var clientSideClientPlayerObject = m_ClientNetworkManagers[0].SpawnManager.GetLocalPlayerObject();
Assert.NotNull(clientSideClientPlayerObject);
Assert.AreEqual(clientSideClientId, clientSideClientPlayerObject.OwnerClientId);
}
private bool m_ClientDisconnected;
[UnityTest]
public IEnumerator TestConnectAndDisconnect()
{
// test when client connects, player object is now available
// connect new client
if (!NetcodeIntegrationTestHelpers.CreateNewClients(1, out NetworkManager[] clients))
{
Debug.LogError("Failed to create instances");
Assert.Fail("Failed to create instances");
}
var newClientNetworkManager = clients[0];
newClientNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
newClientNetworkManager.StartClient();
yield return NetcodeIntegrationTestHelpers.WaitForClientConnected(newClientNetworkManager);
yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.ConnectedClients.ContainsKey(newClientNetworkManager.LocalClientId));
var newClientLocalClientId = newClientNetworkManager.LocalClientId;
// test new client can get that itself locally
var newPlayerObject = newClientNetworkManager.SpawnManager.GetLocalPlayerObject();
Assert.NotNull(newPlayerObject);
Assert.AreEqual(newClientLocalClientId, newPlayerObject.OwnerClientId);
// test server can get that new client locally
var serverSideNewClientPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(newClientLocalClientId);
Assert.NotNull(serverSideNewClientPlayer);
Assert.AreEqual(newClientLocalClientId, serverSideNewClientPlayer.OwnerClientId);
// test when client disconnects, player object no longer available.
var nbConnectedClients = m_ServerNetworkManager.ConnectedClients.Count;
m_ClientDisconnected = false;
newClientNetworkManager.OnClientDisconnectCallback += ClientNetworkManager_OnClientDisconnectCallback;
m_ServerNetworkManager.DisconnectClient(newClientLocalClientId);
yield return WaitForConditionOrTimeOut(() => m_ClientDisconnected);
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client to disconnect");
// Call this to clean up NetcodeIntegrationTestHelpers
NetcodeIntegrationTestHelpers.StopOneClient(newClientNetworkManager);
Assert.AreEqual(m_ServerNetworkManager.ConnectedClients.Count, nbConnectedClients - 1);
serverSideNewClientPlayer = m_ServerNetworkManager.SpawnManager.GetPlayerNetworkObject(newClientLocalClientId);
Assert.Null(serverSideNewClientPlayer);
}
private void ClientNetworkManager_OnClientDisconnectCallback(ulong obj)
{
m_ClientDisconnected = true;
}
}
}