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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
190 lines
7.3 KiB
C#
190 lines
7.3 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 Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine.TestTools;
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using Debug = UnityEngine.Debug;
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using Vector3 = UnityEngine.Vector3;
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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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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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public event Action<NativeList<ulong>, ServerRpcParams> OnNativeListServer_Rpc;
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#endif
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public event Action<Vector3, Vector3[],
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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NativeList<Vector3>,
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#endif
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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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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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[ServerRpc]
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public void MyNativeListServerRpc(NativeList<ulong> clientId, ServerRpcParams param = default)
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{
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OnNativeListServer_Rpc(clientId, param);
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}
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#endif
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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,
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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NativeList<Vector3> param3,
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#endif
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FixedString32Bytes param4)
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{
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OnTypedServer_Rpc(param1, param2,
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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param3,
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#endif
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param4);
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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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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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using var vector3sNativeList = new NativeList<Vector3>(Allocator.Persistent)
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{
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new Vector3(10, 11, 12),
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new Vector3(13, 14, 15)
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};
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#endif
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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,
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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param3,
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#endif
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param4) =>
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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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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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Assert.AreEqual(param3.Length, vector3s.Length);
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Assert.AreEqual(param3[0], vector3sNativeList[0]);
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Assert.AreEqual(param3[1], vector3sNativeList[1]);
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#endif
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Assert.AreEqual(param4, 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,
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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vector3sNativeList,
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#endif
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str);
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// Send ClientRpc
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serverClientRpcTestNB.MyClientRpc();
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// Validate each NetworkManager relative NetworkMessageManager 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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