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)
76 lines
2.0 KiB
C#
76 lines
2.0 KiB
C#
using NUnit.Framework;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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internal class StartStopTests
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{
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private NetworkManager m_NetworkManager;
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[SetUp]
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public void Setup()
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{
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// Create the reusable NetworkManager
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m_NetworkManager = new GameObject(nameof(NetworkManager)).AddComponent<NetworkManager>();
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var transport = m_NetworkManager.gameObject.AddComponent<DummyTransport>();
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m_NetworkManager.NetworkConfig = new NetworkConfig()
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{
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NetworkTransport = transport
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};
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}
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[Test]
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public void TestStopAndRestartForExceptions()
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{
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m_NetworkManager.StartServer();
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m_NetworkManager.Shutdown();
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m_NetworkManager.StartServer();
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m_NetworkManager.Shutdown();
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}
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[Test]
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public void TestStartupServerState()
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{
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m_NetworkManager.StartServer();
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Assert.True(m_NetworkManager.IsServer);
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Assert.False(m_NetworkManager.IsClient);
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Assert.False(m_NetworkManager.IsHost);
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m_NetworkManager.Shutdown();
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}
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[Test]
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public void TestFlagShutdown()
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{
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m_NetworkManager.StartServer();
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m_NetworkManager.ShutdownInternal();
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Assert.False(m_NetworkManager.IsServer);
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Assert.False(m_NetworkManager.IsClient);
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Assert.False(m_NetworkManager.IsHost);
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}
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[Test]
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public void TestShutdownWithoutStartForExceptions()
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{
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m_NetworkManager.ShutdownInternal();
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}
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[Test]
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public void TestShutdownWithoutConfigForExceptions()
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{
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m_NetworkManager.NetworkConfig = null;
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m_NetworkManager.ShutdownInternal();
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}
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[TearDown]
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public void Teardown()
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{
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// Cleanup
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Object.DestroyImmediate(m_NetworkManager.gameObject);
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}
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}
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}
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