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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
156 lines
7.1 KiB
C#
156 lines
7.1 KiB
C#
using System;
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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 Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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internal 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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internal class RpcManyClientsTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 10;
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protected override bool m_EnableTimeTravel => true;
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protected override bool m_SetupIsACoroutine => false;
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protected override bool m_TearDownIsACoroutine => false;
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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.Prefabs.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.Prefabs.Add(new NetworkPrefab() { Prefab = prefabToSpawn });
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}
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return prefabToSpawn;
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}
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[Test]
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public void 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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WaitForConditionOrTimeOutWithTimeTravel(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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var success = WaitForConditionOrTimeOutWithTimeTravel(() => TotalClients == rpcManyClientsObject.Count);
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Assert.True(success, $"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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WaitForConditionOrTimeOutWithTimeTravel(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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success = WaitForConditionOrTimeOutWithTimeTravel(() => TotalClients == rpcManyClientsObject.Count);
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Assert.True(success, $"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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WaitForConditionOrTimeOutWithTimeTravel(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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success = WaitForConditionOrTimeOutWithTimeTravel(() => TotalClients == rpcManyClientsObject.Count);
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Assert.True(success, $"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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WaitForConditionOrTimeOutWithTimeTravel(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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success = WaitForConditionOrTimeOutWithTimeTravel(() => 2 == rpcManyClientsObject.Count);
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Assert.True(success, $"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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