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)
143 lines
5.9 KiB
C#
143 lines
5.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Collections;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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namespace Unity.Netcode.RuntimeTests
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{
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public class RpcTests : NetcodeIntegrationTest
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{
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public class RpcTestNB : NetworkBehaviour
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{
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public event Action<ulong, ServerRpcParams> OnServer_Rpc;
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public event Action<Vector3, Vector3[], FixedString32Bytes> OnTypedServer_Rpc;
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public event Action OnClient_Rpc;
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[ServerRpc]
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public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
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{
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OnServer_Rpc(clientId, param);
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}
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[ClientRpc]
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public void MyClientRpc()
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{
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OnClient_Rpc();
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}
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[ServerRpc]
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public void MyTypedServerRpc(Vector3 param1, Vector3[] param2, FixedString32Bytes param3)
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{
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OnTypedServer_Rpc(param1, param2, param3);
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}
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}
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protected override int NumberOfClients => 1;
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protected override void OnCreatePlayerPrefab()
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{
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m_PlayerPrefab.AddComponent<RpcTestNB>();
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}
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[UnityTest]
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public IEnumerator TestRpcs()
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{
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// This is the *SERVER VERSION* of the *CLIENT PLAYER* RpcTestNB component
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var serverClientRpcTestNB = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
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// This is the *CLIENT VERSION* of the *CLIENT PLAYER* RpcTestNB component
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var localClienRpcTestNB = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
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// Setup state
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bool hasReceivedServerRpc = false;
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bool hasReceivedTypedServerRpc = false;
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bool hasReceivedClientRpcRemotely = false;
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bool hasReceivedClientRpcLocally = false;
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var vector3 = new Vector3(1, 2, 3);
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Vector3[] vector3s = new[] { new Vector3(4, 5, 6), new Vector3(7, 8, 9) };
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localClienRpcTestNB.OnClient_Rpc += () =>
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{
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Debug.Log("ClientRpc received on client object");
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hasReceivedClientRpcRemotely = true;
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};
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localClienRpcTestNB.OnServer_Rpc += (clientId, param) =>
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{
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// The RPC invoked locally. (Weaver failure?)
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Assert.Fail("ServerRpc invoked locally. Weaver failure?");
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};
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serverClientRpcTestNB.OnServer_Rpc += (clientId, param) =>
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{
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Debug.Log("ServerRpc received on server object");
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Assert.True(param.Receive.SenderClientId == clientId);
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hasReceivedServerRpc = true;
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};
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serverClientRpcTestNB.OnClient_Rpc += () =>
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{
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// The RPC invoked locally. (Weaver failure?)
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Debug.Log("ClientRpc received on server object");
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hasReceivedClientRpcLocally = true;
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};
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var str = new FixedString32Bytes("abcdefg");
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serverClientRpcTestNB.OnTypedServer_Rpc += (param1, param2, param3) =>
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{
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Debug.Log("TypedServerRpc received on server object");
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Assert.AreEqual(param1, vector3);
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Assert.AreEqual(param2.Length, vector3s.Length);
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Assert.AreEqual(param2[0], vector3s[0]);
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Assert.AreEqual(param2[1], vector3s[1]);
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Assert.AreEqual(param3, str);
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hasReceivedTypedServerRpc = true;
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};
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// Send ServerRpc
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localClienRpcTestNB.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
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// Send TypedServerRpc
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localClienRpcTestNB.MyTypedServerRpc(vector3, vector3s, str);
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// Send ClientRpc
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serverClientRpcTestNB.MyClientRpc();
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// Validate each NetworkManager relative MessagingSystem received each respective RPC
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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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var typedServerMessageHookEntry = new MessageHookEntry(m_ServerNetworkManager);
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typedServerMessageHookEntry.AssignMessageType<ServerRpcMessage>();
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messageHookList.Add(typedServerMessageHookEntry);
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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<ClientRpcMessage>();
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messageHookList.Add(clientMessageHookEntry);
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}
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var rpcMessageHooks = new MessageHooksConditional(messageHookList);
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yield return WaitForConditionOrTimeOut(rpcMessageHooks);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for messages: {rpcMessageHooks.GetHooksStillWaiting()}");
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// Make sure RPCs propagated all the way up and were called on the relative destination class instance
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yield return WaitForConditionOrTimeOut(() => hasReceivedServerRpc && hasReceivedClientRpcLocally && hasReceivedClientRpcRemotely && hasReceivedTypedServerRpc);
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Assert.True(hasReceivedServerRpc, "ServerRpc was not received");
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Assert.True(hasReceivedTypedServerRpc, "TypedServerRpc was not received");
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Assert.True(hasReceivedClientRpcLocally, "ClientRpc was not locally received on the server");
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Assert.True(hasReceivedClientRpcRemotely, "ClientRpc was not remotely received on the client");
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}
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}
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}
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