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com.unity.netcode.gameobjects/Tests/Runtime/PlayerObjectTests.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
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).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00

188 lines
9.6 KiB
C#

using System.Collections;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class PlayerObjectTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
protected GameObject m_NewPlayerToSpawn;
public PlayerObjectTests(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override void OnServerAndClientsCreated()
{
m_NewPlayerToSpawn = CreateNetworkObjectPrefab("NewPlayerInstance");
base.OnServerAndClientsCreated();
}
[UnityTest]
public IEnumerator SpawnAndReplaceExistingPlayerObject()
{
yield return WaitForConditionOrTimeOut(() => m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_ClientNetworkManagers[0].LocalClientId));
AssertOnTimeout("Timed out waiting for client-side player object to spawn!");
// Get the server-side player NetworkObject
var originalPlayer = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId];
// Get the client-side player NetworkObject
var playerLocalClient = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
// Create a new player prefab instance
var newPlayer = Object.Instantiate(m_NewPlayerToSpawn);
var newPlayerNetworkObject = newPlayer.GetComponent<NetworkObject>();
// In distributed authority mode, the client owner spawns its new player
newPlayerNetworkObject.NetworkManagerOwner = m_DistributedAuthority ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
// Spawn this instance as a new player object for the client who already has an assigned player object
newPlayerNetworkObject.SpawnAsPlayerObject(m_ClientNetworkManagers[0].LocalClientId);
// Make sure server-side changes are detected, the original player object should no longer be marked as a player
// and the local new player object should.
yield return WaitForConditionOrTimeOut(() => !originalPlayer.IsPlayerObject && newPlayerNetworkObject.IsPlayerObject);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for server-side player object to change!");
// Make sure the client-side changes are the same
yield return WaitForConditionOrTimeOut(() => m_ClientNetworkManagers[0].LocalClient.PlayerObject != playerLocalClient && !playerLocalClient.IsPlayerObject
&& m_ClientNetworkManagers[0].LocalClient.PlayerObject.IsPlayerObject);
Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for client-side player object to change!");
}
}
/// <summary>
/// Validate that when auto-player spawning but SpawnWithObservers is disabled,
/// the player instantiated is only spawned on the authority side.
/// </summary>
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class PlayerSpawnNoObserversTest : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
public PlayerSpawnNoObserversTest(HostOrServer hostOrServer) : base(hostOrServer) { }
protected override bool ShouldCheckForSpawnedPlayers()
{
return false;
}
protected override void OnCreatePlayerPrefab()
{
var playerNetworkObject = m_PlayerPrefab.GetComponent<NetworkObject>();
playerNetworkObject.SpawnWithObservers = false;
base.OnCreatePlayerPrefab();
}
[UnityTest]
public IEnumerator SpawnWithNoObservers()
{
yield return s_DefaultWaitForTick;
if (!m_DistributedAuthority)
{
// Make sure clients did not spawn their player object on any of the clients including the owner.
foreach (var client in m_ClientNetworkManagers)
{
foreach (var playerObject in m_ServerNetworkManager.SpawnManager.PlayerObjects)
{
Assert.IsFalse(client.SpawnManager.SpawnedObjects.ContainsKey(playerObject.NetworkObjectId), $"Client-{client.LocalClientId} spawned player object for Client-{playerObject.NetworkObjectId}!");
}
}
}
else
{
// For distributed authority, we want to make sure the player object is only spawned on the authority side and all non-authority instances did not spawn it.
var playerObjectId = m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId;
foreach (var client in m_ClientNetworkManagers)
{
Assert.IsFalse(client.SpawnManager.SpawnedObjects.ContainsKey(playerObjectId), $"Client-{client.LocalClientId} spawned player object for Client-{m_ServerNetworkManager.LocalClientId}!");
}
foreach (var clientPlayer in m_ClientNetworkManagers)
{
playerObjectId = clientPlayer.LocalClient.PlayerObject.NetworkObjectId;
Assert.IsFalse(m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(playerObjectId), $"Client-{m_ServerNetworkManager.LocalClientId} spawned player object for Client-{clientPlayer.LocalClientId}!");
foreach (var client in m_ClientNetworkManagers)
{
if (clientPlayer == client)
{
continue;
}
Assert.IsFalse(client.SpawnManager.SpawnedObjects.ContainsKey(playerObjectId), $"Client-{client.LocalClientId} spawned player object for Client-{clientPlayer.LocalClientId}!");
}
}
}
}
}
/// <summary>
/// This test validates the player position and rotation is correct
/// relative to the prefab's initial settings if no changes are applied.
/// </summary>
[TestFixture(HostOrServer.DAHost)]
[TestFixture(HostOrServer.Host)]
[TestFixture(HostOrServer.Server)]
internal class PlayerSpawnPositionTests : IntegrationTestWithApproximation
{
protected override int NumberOfClients => 2;
public PlayerSpawnPositionTests(HostOrServer hostOrServer) : base(hostOrServer) { }
private Vector3 m_PlayerPosition;
private Quaternion m_PlayerRotation;
protected override void OnCreatePlayerPrefab()
{
var playerNetworkObject = m_PlayerPrefab.GetComponent<NetworkObject>();
m_PlayerPosition = GetRandomVector3(-10.0f, 10.0f);
m_PlayerRotation = Quaternion.Euler(GetRandomVector3(-180.0f, 180.0f));
playerNetworkObject.transform.position = m_PlayerPosition;
playerNetworkObject.transform.rotation = m_PlayerRotation;
base.OnCreatePlayerPrefab();
}
private void PlayerTransformMatches(NetworkObject player)
{
var position = player.transform.position;
var rotation = player.transform.rotation;
Assert.True(Approximately(m_PlayerPosition, position), $"Client-{player.OwnerClientId} position {position} does not match the prefab position {m_PlayerPosition}!");
Assert.True(Approximately(m_PlayerRotation, rotation), $"Client-{player.OwnerClientId} rotation {rotation.eulerAngles} does not match the prefab rotation {m_PlayerRotation.eulerAngles}!");
}
[UnityTest]
public IEnumerator PlayerSpawnPosition()
{
if (m_ServerNetworkManager.IsHost)
{
PlayerTransformMatches(m_ServerNetworkManager.LocalClient.PlayerObject);
foreach (var client in m_ClientNetworkManagers)
{
yield return WaitForConditionOrTimeOut(() => client.SpawnManager.SpawnedObjects.ContainsKey(m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId));
AssertOnTimeout($"Client-{client.LocalClientId} does not contain a player prefab instance for client-{m_ServerNetworkManager.LocalClientId}!");
PlayerTransformMatches(client.SpawnManager.SpawnedObjects[m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId]);
}
}
foreach (var client in m_ClientNetworkManagers)
{
yield return WaitForConditionOrTimeOut(() => m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(client.LocalClient.PlayerObject.NetworkObjectId));
AssertOnTimeout($"Client-{m_ServerNetworkManager.LocalClientId} does not contain a player prefab instance for client-{client.LocalClientId}!");
PlayerTransformMatches(m_ServerNetworkManager.SpawnManager.SpawnedObjects[client.LocalClient.PlayerObject.NetworkObjectId]);
foreach (var subClient in m_ClientNetworkManagers)
{
yield return WaitForConditionOrTimeOut(() => subClient.SpawnManager.SpawnedObjects.ContainsKey(client.LocalClient.PlayerObject.NetworkObjectId));
AssertOnTimeout($"Client-{subClient.LocalClientId} does not contain a player prefab instance for client-{client.LocalClientId}!");
PlayerTransformMatches(subClient.SpawnManager.SpawnedObjects[client.LocalClient.PlayerObject.NetworkObjectId]);
}
}
}
}
}