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.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
154 lines
7.0 KiB
C#
154 lines
7.0 KiB
C#
using System;
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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 RpcManyClientsObject : NetworkBehaviour
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{
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public int Count = 0;
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public List<ulong> ReceivedFrom = new List<ulong>();
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[ServerRpc(RequireOwnership = false)]
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public void ResponseServerRpc(ServerRpcParams rpcParams = default)
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{
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ReceivedFrom.Add(rpcParams.Receive.SenderClientId);
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Count++;
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}
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[ClientRpc]
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public void NoParamsClientRpc()
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{
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ResponseServerRpc();
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}
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[ClientRpc]
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public void OneParamClientRpc(int value)
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{
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ResponseServerRpc();
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}
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[ClientRpc]
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public void TwoParamsClientRpc(int value1, int value2)
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{
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ResponseServerRpc();
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}
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[ClientRpc]
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public void WithParamsClientRpc(ClientRpcParams param)
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{
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ResponseServerRpc();
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}
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}
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public class RpcManyClientsTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 10;
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private GameObject m_PrefabToSpawn;
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = PreparePrefab(typeof(RpcManyClientsObject));
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}
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public GameObject PreparePrefab(Type type)
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{
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var prefabToSpawn = new GameObject();
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prefabToSpawn.AddComponent(type);
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var networkObjectPrefab = prefabToSpawn.AddComponent<NetworkObject>();
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObjectPrefab);
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m_ServerNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
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foreach (var clientNetworkManager in m_ClientNetworkManagers)
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{
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clientNetworkManager.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
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}
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return prefabToSpawn;
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}
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[UnityTest]
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public IEnumerator RpcManyClientsTest()
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{
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var spawnedObject = UnityEngine.Object.Instantiate(m_PrefabToSpawn);
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var netSpawnedObject = spawnedObject.GetComponent<NetworkObject>();
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netSpawnedObject.NetworkManagerOwner = m_ServerNetworkManager;
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netSpawnedObject.Spawn();
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var messageHookList = new List<MessageHookEntry>();
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var serverMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
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serverMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(serverMessageHookEntry);
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foreach (var client in m_ClientNetworkManagers)
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{
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var clientMessageHookEntry = new MessageHookEntry(client);
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clientMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(clientMessageHookEntry);
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}
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var rpcMessageHooks = new MessageHooksConditional(messageHookList);
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var rpcManyClientsObject = netSpawnedObject.GetComponent<RpcManyClientsObject>();
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rpcManyClientsObject.Count = 0;
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rpcManyClientsObject.NoParamsClientRpc(); // RPC with no params
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// Check that all ServerRpcMessages were sent
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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// Now provide a small window of time to let the server receive and process all messages
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yield return WaitForConditionOrTimeOut(() => TotalClients == rpcManyClientsObject.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.NoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
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rpcManyClientsObject.Count = 0;
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rpcManyClientsObject.OneParamClientRpc(0); // RPC with one param
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rpcMessageHooks.Reset();
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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// Now provide a small window of time to let the server receive and process all messages
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yield return WaitForConditionOrTimeOut(() => TotalClients == rpcManyClientsObject.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.OneParamClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
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var param = new ClientRpcParams();
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rpcManyClientsObject.Count = 0;
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rpcManyClientsObject.TwoParamsClientRpc(0, 0); // RPC with two params
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rpcMessageHooks.Reset();
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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// Now provide a small window of time to let the server receive and process all messages
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yield return WaitForConditionOrTimeOut(() => TotalClients == rpcManyClientsObject.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of {TotalClients} was received!");
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rpcManyClientsObject.ReceivedFrom.Clear();
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rpcManyClientsObject.Count = 0;
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var target = new List<ulong> { m_ClientNetworkManagers[1].LocalClientId, m_ClientNetworkManagers[2].LocalClientId };
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param.Send.TargetClientIds = target;
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rpcManyClientsObject.WithParamsClientRpc(param);
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messageHookList.Clear();
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var targetedClientMessageHookEntry = new MessageHookEntry(m_ClientNetworkManagers[1]);
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targetedClientMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(targetedClientMessageHookEntry);
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targetedClientMessageHookEntry = new MessageHookEntry(m_ClientNetworkManagers[2]);
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targetedClientMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(targetedClientMessageHookEntry);
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rpcMessageHooks = new MessageHooksConditional(messageHookList);
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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// Now provide a small window of time to let the server receive and process all messages
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yield return WaitForConditionOrTimeOut(() => 2 == rpcManyClientsObject.Count);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out wait for {nameof(rpcManyClientsObject.TwoParamsClientRpc)}! Only {rpcManyClientsObject.Count} of 2 was received!");
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// either of the 2 selected clients can reply to the server first, due to network timing
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var possibility1 = new List<ulong> { m_ClientNetworkManagers[1].LocalClientId, m_ClientNetworkManagers[2].LocalClientId };
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var possibility2 = new List<ulong> { m_ClientNetworkManagers[2].LocalClientId, m_ClientNetworkManagers[1].LocalClientId };
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Debug.Assert(Enumerable.SequenceEqual(rpcManyClientsObject.ReceivedFrom, possibility1) || Enumerable.SequenceEqual(rpcManyClientsObject.ReceivedFrom, possibility2));
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}
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}
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}
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